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skills/unity-feature-implementation/specializations/multiplayer.md
1.23 KB · Oct 3, 2026 · 06:30 UTC
# Multiplayer Specialization ## Use when Use for replicated state, RPCs, ownership, authority, prediction, spawning, despawning, matchmaking, lobbies, reconnects, and multi-peer behavior. ## Inspect first - active networking framework - authority model - input authority - state authority - spawn registration - simulation loop - RPC conventions - late-join behavior - disconnect behavior - existing multiplayer tests ## Design decisions Determine: - who may initiate - who validates - who owns state - what must replicate - event versus state synchronization - prediction requirements - reconciliation requirements - late-join state - disconnect and despawn behavior ## Implementation rules - Follow project framework patterns. - Do not trust client-provided outcomes in authoritative systems. - Avoid per-frame RPCs. - Do not synchronize derived state unnecessarily. - Keep cosmetic effects separate from authoritative rules. - Preserve network tick semantics. - Reset networked objects correctly on despawn. - Avoid local-only assumptions in shared code. ## Validation - host or server behavior - owning client - non-owning observer - at least two peers when possible - late join - disconnect - repeated spawn and despawn - authority rejection paths
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