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
- 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
- Open in Unity 6.0
- Open the
ZeroPingfolder as a project in Unity 6.0 or newer.
- Open the
- Install NativeWebSocket
- Use the Unity Package Manager to add NativeWebSocket (or import via
.unitypackage).
- Use the Unity Package Manager to add NativeWebSocket (or import via
- 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).
- Play!
- Press Play in Unity Editor. You should see connection, movement, and real-time multiplayer in action.
ZeroPing/
├── Assets/
│ ├── Scripts/ # C# scripts for WebSocket, player, etc.
│ └── ...
├── ProjectSettings/
└── ...
- 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
MIT. See LICENSE.
