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.
Solo indie with a single-player shooter trying to ship multiplayer after a month stuck on netcode.
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.
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.
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.
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.
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.”
Your week, your shooter.
Bring your Unity project. We'll show you the three lines that turn it multiplayer.