Solo & Indie·Sample journey

Your multiplayer game, online by Friday.

Max is a solo Unity dev. His single-player shooter works; the multiplayer branch has been “nearly done” for a month. Here's the week he gives up on netcode and ships.

Max · Solo Unity dev
Solo indie with a single-player shooter trying to ship multiplayer after a month stuck on netcode.
Sync pillarSyncCanvasLens
Mon · Day 01

The attribute

Max opens the Player script, imports PlayServ, and adds [Sync] on the three fields he wants replicated: position, health, current weapon. Hits Play in two editor instances. The second client mirrors the first.

No transport setup. No serialization code. No “what about when the connection drops” weekend.

Tue · Day 02

Rooms and matchmaking

He wires up a lobby scene. The platform's matchmaker handles skill bands and region routing out of the box — he sets two preferences and moves on. Four friends across three countries join the same match on first try.

Wed · Day 03

Server authority

Max marks damage, ammo, and score as server-authoritative by adding [Sync(authority: Server)]. Cheating headaches he was dreading — client-side hit detection, teleport exploits, noclip — stop being his problem. The runtime enforces them.

Thu · Day 04

Playtest with strangers

He drops the WebGL build in a Discord for a 50-person playtest. Telemetry shows 62 ms median latency, 0 crashes. The feedback thread is about balance, not lag.

Fri · Day 05

Store page updated

Max flips the store page from “single-player” to “online multiplayer”. Free tier covers his first 50 concurrent players; he upgrades to Starter ($49/mo) when the trailer goes live and doesn't think about the backend for six weeks.

I've spent more time picking fonts than I spent on netcode this week.
Max, solo Unity dev (sample persona)

Your week, your shooter.

Bring your Unity project. We'll show you the three lines that turn it multiplayer.

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