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README.md

ZeroPing Cover

Unity 6.0 Cross-platform No DLLs

ZeroPing

ZeroPing is a Unity 6.0 sample project demonstrating how to use the SyncServer backend for real-time multiplayer games.

  • 🚀 Unity 6.0 project (no legacy, fully up-to-date)
  • 🧩 Example of integrating with SyncServer (Node.js WebSocket backend)
  • 🌐 Uses NativeWebSocket for WebSocket communication
  • 🟢 No extra DLLs required: relies on Unity's built-in System.Net.WebSocket (C# only)
  • 💡 Clean, readable C# code for rapid prototyping

Features

  • Connects to SyncServer via WebSocket (see SyncServer README)
  • Sends and receives real-time messages (move, ping, etc.)
  • Minimal, easy-to-understand codebase
  • No external DLL dependencies—just C# and NativeWebSocket

Quick Start

  1. Open in Unity 6.0
    • Open the ZeroPing folder as a project in Unity 6.0 or newer.
  2. Install NativeWebSocket
    • Use the Unity Package Manager to add NativeWebSocket (or import via .unitypackage).
  3. Configure SyncServer
    • Make sure SyncServer is running (see its README for setup).
    • Update the WebSocket URL in the ZeroPing code if needed (default: ws://localhost:3000).
  4. Play!
    • Press Play in Unity Editor. You should see connection, movement, and real-time multiplayer in action.

Project Structure

ZeroPing/
├── Assets/
│   ├── Scripts/         # C# scripts for WebSocket, player, etc.
│   └── ...
├── ProjectSettings/
└── ...

Why ZeroPing?

  • Unity 6.0 native: No legacy code, no DLLs, no hacks—just modern Unity and C#
  • Reference implementation: Shows how to connect, send, and receive messages with SyncServer
  • No vendor lock-in: Uses open-source, community-maintained libraries

License

MIT. See LICENSE.