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Unity Networking
ASecurityImplement multiplayer games with Unity Netcode, Mirror, or Photon. Masters client-server architecture, state synchronization, and lag compensation. Use for multiplayer features, networking issues, or real-time synchronization.
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- Added February 8, 2026
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[](https://www.skillsdirectory.com/skills/creator-hian-unity-networking)---
name: unity-networking
description: Implement multiplayer games with Unity Netcode, Mirror, or Photon. Masters client-server architecture, state synchronization, and lag compensation. Use for multiplayer features, networking issues, or real-time synchronization.
requires:
- csharp-plugin:csharp-code-style
---
# Unity Networking - Multiplayer Game Development
## Overview
Multiplayer networking for Unity using Netcode for GameObjects, Mirror, or Photon frameworks.
**Foundation Required**: `unity-csharp-fundamentals` (TryGetComponent, FindAnyObjectByType, null-safe coding)
**Core Topics**:
- Client-server architecture
- State synchronization
- Lag compensation
- RPC (Remote Procedure Calls)
- Network variables
- Matchmaking
## Quick Start (Unity Netcode)
```csharp
using Unity.Netcode;
public class Player : NetworkBehaviour
{
private NetworkVariable<int> mHealth = new(100);
public override void OnNetworkSpawn()
{
if (IsOwner)
{
// Only owner can control
HandleInput();
}
mHealth.OnValueChanged += OnHealthChanged;
}
[ServerRpc]
void TakeDamageServerRpc(int damage)
{
mHealth.Value -= damage;
}
[ClientRpc]
void ShowDamageEffectClientRpc()
{
// Visual feedback on all clients
}
}
```
## Network Architecture
- **Authoritative Server**: Server validates all actions (competitive)
- **Client Authority**: Clients control own entities (cooperative)
- **Relay Servers**: NAT traversal for peer-to-peer
- **Dedicated Servers**: Professional hosting
## Synchronization Patterns
- **Transform Sync**: Position, rotation interpolation
- **Network Variables**: Automatic state replication
- **RPCs**: Remote method calls
- **Ownership**: Who can modify what
## Best Practices
1. **Server authority**: Prevent cheating
2. **Client prediction**: Smooth movement
3. **Interpolation**: Handle lag gracefully
4. **Bandwidth optimization**: Delta compression
5. **Test with network simulation**: Latency, packet loss
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