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Rivac AI Labs
Game Development

Unity Multiplayer Engineer

Multiplayer is where most solo and small-team Unity projects quietly stall, Netcode for GameObjects, server authority, and client-side prediction all have to work together correctly or players see rubber-banding, desync, or outright cheating within the first week of launch. We build the networking layer on Netcode for GameObjects with Unity Relay/Lobby for matchmaking, implement server-authoritative gameplay so clients can't cheat obvious things like position or health, and tune client prediction and reconciliation so the game feels responsive despite real-world latency. Teams come to us with a working single-player build and no idea how to safely add multiplayer, or with an existing multiplayer implementation that desyncs under real network conditions. We test against actual latency and packet loss, not just two machines on the same LAN.

This is a capability we deliver for you as a service, not a role we’re hiring for.

How We’d Approach This

A clear, staged plan, not a black box

These are the service-specific steps inside our six-step process.

  1. 1

    Review the gameplay systems that need to go multiplayer and flag which ones need server authority versus which are safe to trust the client on.

  2. 2

    Build a Relay/Lobby-connected multiplayer pilot for one core mechanic and stress-test it under simulated latency and packet loss.

  3. 3

    Review desync and cheat-surface findings with your team before wiring up the remaining gameplay systems.

  4. 4

    Roll networking out across the full game with monitoring for desync and abnormal client behavior post-launch.

What You Get

Deliverables from this engagement

  • A working Netcode for GameObjects multiplayer implementation
  • Server-authoritative logic for all client-exploitable systems
  • Latency/packet-loss test results and a tuning report
  • A Relay/Lobby matchmaking setup ready for production

Six Ways We Could Architect This

Different engagement, different build, pick the shape that fits

There’s more than one way to deliver on this service. Browse a few of the ways we’d structure the work, depending on your speed, budget, and integration needs.

Read all 6 architectures as text

Lean Fast-Start Architecture

System Review

  • Gameplay System Audit
  • Server Authority Classification
  • Success Criteria Definition

Multiplayer Pilot

  • Relay and Lobby Setup
  • Core Mechanic Netcode Pilot
  • Early Iteration Pass
  • Stakeholder Check-in

Testing

  • Simulated Latency Test
  • Packet Loss Stress Test
  • Feedback Incorporation Pass

Output

  • Working Netcode Implementation
  • Tuning Report
  • Handoff and Next Steps

Cloud-Native / Managed Services Architecture

Managed Multiplayer Infra

  • Unity Relay Service
  • Unity Lobby Service
  • Managed Dedicated Server Hosting
  • Managed Backup and Recovery

Network Layer

  • Netcode for GameObjects
  • Server Authoritative Game Logic
  • Client Prediction and Reconciliation

Collaboration

  • Engineering Review Board
  • QA Network Test Workspace
  • Shared Knowledge Base

Delivery

  • Latency Test Dashboard
  • Matchmaking Configuration Repo
  • Production Rollout Pipeline
  • Uptime and Reliability Monitoring

Event-Driven & Automation-First Architecture

Triggers

  • Player Match Request Event
  • Desync Detected Event
  • Server Load Threshold Alert

Automation Layer

  • Matchmaking Queue
  • Auto Scaling Server Pool
  • Desync Detection Job

Routing

  • Engineering Alert Channel
  • Anti Cheat Flag Queue
  • Routing Rule Configuration

Feedback Loop

  • Auto Kicked Suspicious Client
  • Server Log Aggregation
  • Post Match Report
  • Continuous Improvement Log

Enterprise-Grade & Compliance-Ready Architecture

Network Governance

  • Security Review Board
  • Anti Cheat Compliance Gate
  • Policy Definition Owner

Controlled Process

  • Load Test at Scale
  • Penetration Test Suite
  • Data Privacy Compliance Check

Audit Layer

  • Server Authority Decision Log
  • Incident Response Log
  • Access Controlled Server Config

Release Governance

  • Security Sign-off
  • Final Load Test Approval
  • Immutable Deployment Record
  • Post Release Verification

AI-Augmented, Human-in-the-Loop Architecture

Data Ingestion

  • Live Match Telemetry Stream
  • Client Behavior Data
  • Historical Data Backfill

AI Processing Layer

  • AI Cheat Detection Model
  • Desync Prediction Engine
  • Auto Flagged Suspicious Session
  • Confidence Score Calibration

Human Review Gate

  • Engineer Review of Flags
  • Lead Approval for Ban or Fix

Shipped Changes

  • Approved Anti Cheat Action
  • Netcode Patch Deployed
  • Post Deployment Monitoring
  • Post Approval Audit Log

Integration-Heavy / Ecosystem-Connected Architecture

Studio Ecosystem

  • Unity Editor
  • Unity Relay and Lobby Services
  • Dedicated Server Hosting Provider
  • Client Support Ticketing System

Integration Layer

  • Matchmaking API Bridge
  • Two Way Telemetry Sync
  • Webhook Connector
  • Error Handling and Retry Logic

Multiplayer Platform

  • Netcode and Authority Hub
  • Central Data Model

Output Channels

  • Live Ops Dashboard Push
  • Support Team Notification
  • Build Pipeline Trigger

More in Game Development

Ready to get started?

Tell us what you’re trying to get done and we’ll help you find the highest-leverage place to start, scoped small enough to prove itself before you commit to anything bigger.

Talk to us about Unity Multiplayer Engineer

Most engagements like this start as a $500–$2,500 pilot, see full pricing.

Questions? Book a free call