Unity Netcode Movement Sync
Budget: $8 – $15 USD
I’m building a large-scale 2D isometric open-world MMO in Unity and need someone to nail down rock-solid, server-authoritative movement. The project already uses Netcode for GameObjects; what’s missing is a clean, latency-tolerant path-movement pipeline so every remote avatar glides smoothly on every client.
Scope
• Clients will request a path (click-to-move style).
• The server alone validates, simulates, and streams back position & rotation frames.
• Each client must interpolate and, when necessary, softly correct (rubber-band) its local prediction.
• The solution has to cooperate with Unity’s built-in NavMesh or a comparable A* grid without locking me into one library.
• Movement packets should stay lean; bandwidth matters in a “massive” environment.
• Please expose clear hooks so combat, gathering, or social systems can query the authoritative transform at any time.
Timeline: I’m looking to integrate this ASAP, so preference goes to someone who can share a first working pass within a few days. If you’ve shipped Netcode movement on Unity before, even better—please mention it when you respond.
Scope
• Clients will request a path (click-to-move style).
• The server alone validates, simulates, and streams back position & rotation frames.
• Each client must interpolate and, when necessary, softly correct (rubber-band) its local prediction.
• The solution has to cooperate with Unity’s built-in NavMesh or a comparable A* grid without locking me into one library.
• Movement packets should stay lean; bandwidth matters in a “massive” environment.
• Please expose clear hooks so combat, gathering, or social systems can query the authoritative transform at any time.
Timeline: I’m looking to integrate this ASAP, so preference goes to someone who can share a first working pass within a few days. If you’ve shipped Netcode movement on Unity before, even better—please mention it when you respond.
Related categories:
C# Programming
Game Development
Server
Unity
Game Programming
Multiplayer/Netcode