Topic 6 · 7 workflows
Networking
Choose a netcode stack by game size, connect players through Unity Multiplayer Services, and apply the NGO, Mirror and Netcode for Entities rules.
- Networking stacks by game size: NGO, Netcode for Entities, Mirror, FishNet, PhotonWhich framework fits which game size and topology, with each scale claim tied to its official source.
- Unity Multiplayer Services: Sessions, Relay, Lobby, Matchmaker and hostingHow Sessions wire Relay, Lobby and Matchmaker into Netcode for GameObjects or Entities, when to skip them, and how to verify a real connection.
- Choosing a netcode stack & Netcode for GameObjectsPick the stack per project, verify connections, and NGO spawning and serialization rules.
- Mirror networkingLogic/presentation split and authority rules for Mirror.
- DOTS NetCode: ghosts & predictionGhosts, prediction, commands and RPCs in Netcode for Entities.
- DOTS NetCode at scaleRelevancy, importance, bandwidth budgets and queues that stop a spike.
- Pitfalls: netcode & persistenceIntent-only clients, relevancy, late join, persistence.