Unity multiplayer game made with ParrelSync with emphasis on chat, combat, and syncing over a network.
Overview
A real-time multiplayer first-person shooter built solo over five months, with an authoritative server-client architecture at its core. Supports synchronized shooting and player movement across all clients using authoritative server-client communication. Integrated chat with context-sensitive display names, and each player is assigned a distinct character color upon spawning. 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.
Technical Highlights
Used Git to ensure version integrity and collaborative development. Utilized ParrelSync for networked clone instances.
Implemented authoritative server-client communication for synchronized player movement and shooting across all clients, with each client maintaining an isolated, network-aware first-person camera for accurate per-player perspective.
Built a structured multiplayer lobby system supporting dynamic client joining, readiness-state tracking, and host-controlled session start logic.
Developed real-time in-game chat with context-sensitive display names and reliable message propagation via RPCs.
Designed a server-authoritative health and damage system, with real-time UI updates and validated combat hit detection across clients.
Implemented networked item pickup mechanics with consistent state updates across all connected players.
Prototyped a turn-based combat mode with a grid-based system for strategic movement and action planning.
Notable Project Features
Game Lobby, Health & Damage, Chat



