Extranet >> Games >> Multiplayer

Unity Concepten


  • data serialization
  • sending and receiving network messages
  • broadcast events
  • time-dependent data and time-independent data (UDP vs TCP)
  • synchronization
  • lag cover up using animations
  • matchmaking: list, choose, setup, lobby
  • relay servers
  • routing messages between clients
  • quaility of service
  • authentication, encryption, DOS
  • gameobject authority
  • network state scene management


  • channels: reliable, unreliable
  • packets that need to be synced and acknowledged (commands, actions)
  • packets that only need to be acknowledged (text messages)
  • packets that are transient (audio, state updates, time/heartbeat)
  • network events: connect, disconnect, errors, lag measurement