A Unity 6 multiplayer game prototype built around dedicated-server sessions, lobby matchmaking, and live handoff of players between FishNet network managers.
The project detects headless server builds, hosts a lobby on a stable port, creates game sessions on demand, tracks active sessions, and moves a client from the lobby connection into the selected game server. A simple multi-screen flow reflects the search and connection lifecycle.
Unity client ---> lobby NetworkManager (port 7777)
|
v
SessionNetworkManager
/ \
open session create session
\ /
v v
TargetRpc returns session port
|
v
client reconnects to game session
The custom session and menu code lives in:
Assets/MainMenuItems/ServerScripts/SessionManager.csAssets/MainMenuItems/ServerScripts/SessionNetworkManager.csAssets/MainMenuItems/Scripts/MainMenuManager.csAssets/GameMaps/MapOne.unity
The repository also vendors FishNet and its examples. FishNet remains covered by its included license; the networking framework should not be confused with the project-specific code above.
- Open the project in Unity
6000.0.23f1. - Open
Assets/GameMaps/MapOne.unity. - Use a headless build for the dedicated server path, or Play mode for a client.
- Configure deployment addressing and exposed ports for any non-local environment.
The profile's agent-driven game experiment is split into two repositories:
minitown-ai-game— Unity world state, event handling, and NPC movementai-npcs-cdp— generated lore, dialogue, events, and CDP AgentKit tools
Completed multiplayer systems prototype. It demonstrates the server/session architecture and is not presented as a finished commercial game.