Multiplayer Game Development — Photon, Mirror, Netcode by Riken SonaniMultiplayer Game Development — Photon, Mirror, Netcode by Riken Sonani
Multiplayer Game Development — Photon, Mirror, NetcodeRiken Sonani
Cover image for Multiplayer Game Development — Photon, Mirror, Netcode
I build real-time online multiplayer games in Unity. PvP, co-op, turn-based — and everything that comes with it: lobbies, matchmaking, state sync, and lag compensation.
 
Multiplayer is where projects go wrong most often. The mistakes happen early — in architecture decisions, not bug fixes. I've built enough multiplayer systems to know how to set things up right from the start.
 
What I build:
• Photon PUN2, Mirror, or Netcode for GameObjects
• Lobby and room system
• Matchmaking — random, ranked, or invite-based
• Real-time state sync and client-side prediction
• Lag compensation for smooth online feel
• In-game chat and leaderboards
• WebSocket or REST backend if needed
 
Multiplayer games I've shipped: card battle, pool, fighting, golf, tower defense, team combat, metaverse platforms, and Web3 multiplayer games.
Tell me what you're building and I'll recommend the right networking approach for it.
FAQs
It depends on your game. Photon is easiest to get running fast and has managed servers. Mirror is free and good for self-hosted games. Netcode for GameObjects is Unity's official solution. I'll recommend the right one for your game type and budget.
Yes, though it depends on how the game was architected. Send me the project and I'll tell you honestly how much work it involves.
Through client-side prediction, lag compensation, and state interpolation. I've built this into shipped multiplayer games — it's not theoretical for me.
Not always. Photon handles server infrastructure for you. If you want self-hosted, I can set that up too. I'll explain the cost tradeoffs so you can decide.
Contact for pricing
Duration1 week
Tags
Unity
Lobby System
Matchmaking
Mirror Networking
Multiplayer Game Development
Netcode
Online Game
Photon Fusion
Real-Time PvP
Service provided by
Riken Sonani Surat, India
Multiplayer Game Development — Photon, Mirror, NetcodeRiken Sonani
Contact for pricing
Duration1 week
Tags
Unity
Lobby System
Matchmaking
Mirror Networking
Multiplayer Game Development
Netcode
Online Game
Photon Fusion
Real-Time PvP
Cover image for Multiplayer Game Development — Photon, Mirror, Netcode
I build real-time online multiplayer games in Unity. PvP, co-op, turn-based — and everything that comes with it: lobbies, matchmaking, state sync, and lag compensation.
 
Multiplayer is where projects go wrong most often. The mistakes happen early — in architecture decisions, not bug fixes. I've built enough multiplayer systems to know how to set things up right from the start.
 
What I build:
• Photon PUN2, Mirror, or Netcode for GameObjects
• Lobby and room system
• Matchmaking — random, ranked, or invite-based
• Real-time state sync and client-side prediction
• Lag compensation for smooth online feel
• In-game chat and leaderboards
• WebSocket or REST backend if needed
 
Multiplayer games I've shipped: card battle, pool, fighting, golf, tower defense, team combat, metaverse platforms, and Web3 multiplayer games.
Tell me what you're building and I'll recommend the right networking approach for it.
FAQs
It depends on your game. Photon is easiest to get running fast and has managed servers. Mirror is free and good for self-hosted games. Netcode for GameObjects is Unity's official solution. I'll recommend the right one for your game type and budget.
Yes, though it depends on how the game was architected. Send me the project and I'll tell you honestly how much work it involves.
Through client-side prediction, lag compensation, and state interpolation. I've built this into shipped multiplayer games — it's not theoretical for me.
Not always. Photon handles server infrastructure for you. If you want self-hosted, I can set that up too. I'll explain the cost tradeoffs so you can decide.
Contact for pricing