Multiplayer Misadventures - Tales from making our first PvP multiplayer game in Unity
summary
Built a cross‑platform mobile real‑time PvP game in Unity and lands on a tech stack of Mirror, PlayFab and Firebase Cloud Functions, with Google Sheets driving remote config. Early save formats blew quotas and caused resets, so player data moves to PlayFab legacy JSON and a refactor sprint stabilizes saves. Power sync runs identical coroutines on client and server with a once‑per‑second reconciliation to avoid costly RPCs and smooth UI; four environments and a debug menu speed testing; prepping for soft launch.
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chapters (16)
- 0:00Intro
- 0:56We Are Chaos Theory
- 1:41Galactic Islands - Part 1
- 3:58Pre-Production: Chaos
- 6:38Prototyping - The Tech
- 9:09Prototyping - The Design
- 16:46Remote Procedure Calls
- 17:22Value Syncing
- 20:32Hackers
- 25:30Automatic Referencing
- 27:12Debug Menu
- 28:17Remote Config
- 30:48Refining PvP
- 33:02Create Controllable Scripts
- 36:26Tackle one problem at a time
- 39:39Smoke Test Plan
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