Networking Overview
What's Included
β
Ready to Use
Feature
Description
π§ You Implement
Task
Why
Architecture
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β Your Game Code β
β (Input handling, UI, game logic) β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β
βΌ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β Enemy Masses Runtime β
β βββββββββββββββββββ βββββββββββββββββββ β
β β CrowdController β β RTSController β β
β β (Agent AI) β β (Selection/Cmd) β β
β ββββββββββ¬βββββββββ ββββββββββ¬βββββββββ β
β β β β
β βΌ βΌ β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β Network Authority Provider β β
β β - INetworkDamageAuthority (validate/apply damage) β β
β β - INetworkCommandAuthority (validate commands) β β
β β - INetworkSpawnAuthority (spawn/despawn agents) β β
β β - AntiCheatComponent (server-side validation) β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β
βΌ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β Your Networking Implementation β
β β
β βββββββββββ βββββββββββ βββββββββββ βββββββββββ β
β β NGO β β Mirror β β Photon β β FishNet β β
β βββββββββββ βββββββββββ βββββββββββ βββββββββββ β
β β
β You implement RPCs that call our interfaces β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββQuick Start
1. Choose Your Path
Scenario
Recommended Approach
2. Single-Player Setup (Default)
3. Multiplayer Setup
Implementation Checklist
Minimum Viable Multiplayer
Recommended Additions
Production Ready
Networking Solutions
Solution
Guide
Status
Key Concepts
Server Authority
Network IDs
Ownership
Anti-Cheat System
Validation
What It Checks
Common Questions
Do I need multiplayer for Enemy Masses to work?
Can I add multiplayer later?
Which networking solution should I use?
Solution
Best For
Why isn't the networking layer fully implemented?
Next Steps
Related Documentation
Last updated