#ZypherLink - A Unity multi-player framework

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patent wharf
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🎮 ZypherLink – Multiplayer Framework for Unity

ZypherLink is a framework made to simplify and professionalize multiplayer game development in Unity.

It includes two main parts: SyncServer and ZeroPing.

🧠 SyncServer – Backend

SyncServer is the server backend built in Node.js using WebSockets. It handles:

  • Matchmaking queue
  • Room and player management
  • Message forwarding between players
  • Heartbeat system for connection checks

It uses persistent, low-latency communication — the same tech used in games like Valorant and Fortnite.

🛠 Upcoming features:

  • JWT-based authentication
  • PostgreSQL + Prisma integration
  • REST API via Express
  • Ban system & anti-cheat logic

🕹 ZeroPing – Unity Client Example

ZeroPing is the Unity project that demonstrates how to use SyncServer.

  • Clean, modular, production-ready C# scripts
  • Easily customizable via Unity Editor
  • Sync-ready structure for multiplayer logic
  • Can be used as a real base project

Even though it’s a demo, it’s written as if it were part of a real game.

This is still a work-in-progress. I’m sharing it here to get feedback and help others working on similar multiplayer projects.

Feel free to ask anything or give suggestions! 🙌

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I forgot to say that the project is completely Open-Source

patent wharf
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Backend continues to improve

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And the Unity Project

jovial comet
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I hope this becomes sucessful ❤️

patent wharf
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Adding new features to the Lobby GUI!

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And connecting with the server

patent wharf
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I'm back after a while hahaha

patent wharf
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Trello looks like this currently

patent wharf
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I'm constantly testing and don't looks bad

patent wharf
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Added a console in-game with commands to easy-use commands in builds and connection tests

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With a autocompleter

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And live update as you write

patent wharf
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I created a new sub-project in ZypherLink: SyncAPI, these API is maded with express and pg. This API will work as the auth and user's system(WIP), with a general DB that the SyncServer(WebSocket Project) can access to check access token, users, new notifications made by admins, etc... And now the connection to the client is full time, that is to say, now that you enter the game the client connects automatically to the websocket server to be able to have the realtime admin messages.

patent wharf
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Just a couple of things and syncing, and that's it. I plan to also publish the Unity Client version on the Asset Store.

patent wharf
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The base is finished 🫡 i'm searching for a person to test this, since I alone can't see the bugs well and how the player actually moves

patent wharf
patent wharf