Multiplayer
Declarative multiplayer for indies. Seamless world stitching for MMOs. Managed authoritative servers for everyone. One module, two levels.
What Multiplayer does.
Photon for the simple part. SpatialOS for the hard part. One bill.
Declarative [Sync]
Attribute on a field. Platform handles serialization, RUDP, authority, rollback.
Authoritative server
EE owns state. Client can't cheat. Free by architecture, not bolt-on.
Seamless stitching (L2)
Cross-server world for sandbox / MMO. Zone handoff without loading screens.
AOI & interest mgmt
Only replicate what the player can perceive. Tunable from Canvas — no code.
Unity · Unreal · JS
Same API across engines. Web multiplayer works without WebSockets gymnastics.
Built-in matchmaking
Skill-based, region-aware, ticket-based. Configured in Canvas, wired to Edge.
Other modules in Sync.
Talk to us. 20 minutes.
Bring your stack diagram or your migration spreadsheet. We'll show you where PlayServ slots in.