Unity multiplayer game made with ParrelSync with emphasis on chat, combat, and syncing over a network.
Description
A first-person shooter game featuring real-time multiplayer functionality. Supports synchronized shooting and player movement across all clients using authoritative server-client communication. Integrated chat with context-sensitive display names that change based on the active screen or game state. Each player is assigned a distinct character color upon spawning to ensure easy visual differentiation in-game. Real-time health tracking with responsive UI updates and server-validated damage processing. Dedicated host features including session management, player moderation, and authoritative control over game state. This setup ensures consistent gameplay across all players with minimal latency, leveraging efficient network protocols and robust state synchronization.
Key Features & Tools Implemented
Git project backups to ensure version integrity and collaborative development. Utilizes ParrelSync for networked clone instances.
Player movement fully synchronized across all clients. Each player instance includes an isolated, network-aware first-person camera, ensuring accurate perspective per client.
Structured multiplayer lobby system that supports dynamic client joining and readiness state tracking. Host-controlled start logic allows only the host to initiate the game session.
Real-time message broadcasting with synchronized sender/receiver identity based on current network client. Messages update and propagate reliably using RPCs.
Item pickup mechanics support network-wide updates when a player collects an object. Health system tracks individual player stats with server-authoritative damage and regeneration handling. Player combat includes hit detection and health reduction and increate across clients.
Turn-based combat prototype, including combat grid system for strategic movement and action planning.
Notable Project Features
Game Lobby, Health & Damage, Chat



