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.
How We’d Approach This
A clear, staged plan — not a black box
- 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
Build a Relay/Lobby-connected multiplayer pilot for one core mechanic and stress-test it under simulated latency and packet loss.
- 3
Review desync and cheat-surface findings with your team before wiring up the remaining gameplay systems.
- 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.
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 EngineerMost engagements like this start as a $500–$2,500 pilot — see full pricing.