I will implement multiplayer in unity with fishnet mirror photon


About this gig
Your game runs fine in single player and falls apart the moment two
clients connect. That is what I fix.
I have shipped networked gameplay on FishNet, Mirror, Photon and
Netcode for GameObjects. Four different stacks, so I can tell you
which one your project actually needs instead of pushing whatever I
know best.
WHAT I DO
- Player movement and state sync that holds under real latency
- Lobbies, matchmaking, reconnect, host migration
- Client-side prediction and reconciliation
- Server authority and cheat-resistant architecture
- Steam integration: lobbies, invites, P2P transport
- Rescuing networking a previous developer left broken
WHY IT MATTERS WHO YOU HIRE
Netcode is where "works on my machine" costs the most. Most bugs only
show up at 150ms ping with three clients connected, which is exactly
the case nobody tests. I test that way by default.
WHAT YOU GET
Full commented C# source, a written handover explaining the
architecture and where to extend it, and an honest list of what I
would do next.
Message me with your Unity version, your current netcode solution if
you have one, and what breaks. I will tell you straight whether it
fits Basic or needs a custom offer.
Get to know Igor P
Multiplayer and gameplay programmer in Unity and Unreal
- FromRussia
- Member sinceApr 2024
- Avg. response time1 hour
Languages
English, Russian
My Portfolio
Other Game Development Services I Offer
FAQ
Which netcode solution should I use?
Depends on your game. Message me with the genre, player count and target platform and I'll give you a straight recommendation — even if the answer is "stay on what you have".
Can you fix multiplayer someone else built badly?
Yes, and it's a big part of my work. Send me the repo and I'll tell you whether it's repairable or genuinely faster to redo.
Do you test with real latency?
Always. Local testing hides almost every netcode bug that matters.
Peer-to-peer or dedicated server?
I work with both. P2P via Steam is cheaper to run; dedicated is necessary if cheating matters. I'll explain the tradeoff for your case.
Can you sign an NDA?
Yes, send it before you order.

