Project 002 / Unity Multiplayer RPG

MMO Netcode

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.

Selected workPlayable prototype
MMO Netcode NPC interaction menu in the town scene

Project focus

A Unity online RPG prototype with client/server separation, hot-update UI, NPC interaction, inventory, combat, and task systems.

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.

StackUnity C#
NetworkClient / Server
RuntimeHybridCLR
ContentAddressables
Netcode

Shared gameplay contracts

Client and server controllers are separated behind common interfaces for players, monsters, bullets, and character behavior, keeping replicated actions explicit.

Hot Update

Patchable client content

HybridCLR and Addressables organize UI windows, configs, and runtime content so interface and gameplay-facing content can evolve without rebuilding the whole client.

World Loop

RPG systems in one flow

Login, scene loading, NPC interaction, inventory, shortcut-bar actions, task guidance, chat, AOI, and battle feedback are connected into a playable prototype loop.

Challenge

Keep player state, scene objects, combat events, tasks, inventory, and UI feedback consistent across an online RPG flow while still allowing content to update quickly.

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