Unity DOTS Multiplayer Billiards

Job ID: 40113250

Budget: $250 – $750 USD

I need a billiards game built in Unity that takes full advantage of DOTS for performance-heavy physics and frame-perfect replication. The core loop is straightforward: two players connect through a quick-match queue, the table loads, and play starts immediately with standard 8-ball rules. No local or ranked modes for now—just a snappy online experience that pairs anyone who’s waiting.

What I expect from you
• DOTS-optimized cue-ball and cushion physics that feel true to life yet stay inside deterministic constraints for netcode.
• A lightweight quick-match lobby that spins up, assigns sides, and drops both players into the same game state in under a few seconds.
• Basic UI for cue control, shot strength, turn indicator, and win/loss dialog. Visual polish can be placeholder; the focus is on solid synchronization, rollback/lockstep (or another DOTS-friendly approach), and minimal latency.
• Clear separation between client visuals and server-authoritative simulation so the project can scale later to ranked matchmaking.

Acceptance criteria
1. Two remote machines connect through your matchmaker script and complete a full game without desync.
2. Average round-trip time for state updates stays below 100 ms on a typical broadband connection.
3. Build and project files compile cleanly in the latest Unity LTS with Entities package enabled; no proprietary plugins required.

Hand over the Unity project, commented source, and a short README explaining how to spin up the matchmaker and test the build. If you have previous DOTS networking samples, linking them will help me gauge fit.