Multiplayer / Netcode
Unity 6 treats multiplayer as a first-class pillar. Start with discovery, then architecture.
Discovery
get_multiplayer_stack— packages + NetworkBehaviour / Relay / Lobby / Photon hitslist_packages— confirmcom.unity.netcode.gameobjects, transport, multiplayer toolsget_ugs_cloud_stack— Relay/Lobby often sit beside UGS Authlist_build_profiles/list_build_scenes— dedicated server vs client scenes
Checklist
- One authority model (server/host/client); document who owns player state.
- NetworkVariables / RPCs only for replicated state — keep large assets on Addressables.
- Separate client and server (or host) build profiles with scripting defines.
- Never commit Relay/allocation secrets; use environment configs.
- If no NGO packages but custom sockets exist, note that in the audit report.
Related
unity-ugs-cloud,unity-build-profiles,unity-platform-player-settings