Shared gameplay contracts
Client and server controllers are separated behind common interfaces for players, monsters, bullets, and character behavior, keeping replicated actions explicit.
Project 002 / Unity Multiplayer RPG
A networked RPG prototype built around server-authoritative gameplay management, hot-update client UI, and practical gameplay systems such as NPC interaction, inventory, tasks, combat, and scene flow.

Project focus
Built shared controller interfaces for client and server logic, organized gameplay modules around player, monster, item, task, chat, AOI, and battle systems, and used HybridCLR/Addressables for hot-update content.
Client and server controllers are separated behind common interfaces for players, monsters, bullets, and character behavior, keeping replicated actions explicit.
HybridCLR and Addressables organize UI windows, configs, and runtime content so interface and gameplay-facing content can evolve without rebuilding the whole client.
Login, scene loading, NPC interaction, inventory, shortcut-bar actions, task guidance, chat, AOI, and battle feedback are connected into a playable prototype loop.
Captured from demo video




Challenge
The prototype supports login-to-game flow, NPC interaction, bag and shortcut-bar UI, world traversal, combat feedback, and server-side gameplay management.