Watch the full recording (2:38)
Rebuilding in Unity
The remaster needed new gameplay and networking code that could work with the existing game’s data. I built the server-authoritative systems and tools to bring that data into Unity.
My contributions
- Multiplayer: Built server-authoritative movement and combat with FishNet, including state replication and RPCs.
- World streaming: Used Addressables to load world chunks and added logic LOD so distant entities update less often.
- Gameplay systems: Built players, monsters, and items from components, along with inventory, loot, quests, and progression.
- Import tools: Wrote tools to parse and import existing assets, items, skills, and other game data.
Streaming and update rates
Loading less of the world and updating distant entities less often solve different problems. I handled them separately: chunk streaming controls loaded content, while logic LOD controls how often entities run their logic.
Related networking tool
I also built a separate Async FishNet RPC extension, with source available on GitHub.