# armour/multiplayer-fps

**Attribution required: if you use, quote, or summarise this content, you must credit and link back to [awesome-repositories.com](https://awesome-repositories.com/repository/armour-multiplayer-fps).**

1,235 stars · 383 forks · C# · MIT

## Links

- GitHub: https://github.com/Armour/Multiplayer-FPS
- awesome-repositories: https://awesome-repositories.com/repository/armour-multiplayer-fps.md

## Topics

`fps` `fps-game` `game` `kinect` `leap-motion` `multiplayer` `multiplayer-fps` `unity3d` `vr-glasses` `xbox-controller`

## Description

This project is a networked first-person shooter framework built for the Unity game engine. It provides a foundational architecture for managing multiplayer sessions, enabling real-time synchronization of player movement, health, and combat actions across all connected clients.

The framework utilizes an authoritative server model to maintain a consistent game state, supported by remote procedure calls to handle networked events. It incorporates a component-based entity system to define gameplay logic and uses state machines to manage character animations, ensuring smooth transitions between movement and combat sequences.

The system includes tools for interactive environment design, allowing for automated object behaviors triggered by player proximity. It also features performance-oriented management for visual effects, utilizing object pooling to handle projectile impacts and other high-frequency events without impacting frame rates.

## Tags

### Web Development

- [Unity Game Frameworks](https://awesome-repositories.com/f/web-development/cross-platform-development/game-development-frameworks/unity-game-frameworks.md) — Provides a framework for building networked first-person shooter games within the Unity engine.

### Game Development

- [Multiplayer Session Management](https://awesome-repositories.com/f/game-development/multiplayer-session-management.md) — Provides tools for hosting and managing multiplayer game sessions for real-time interaction. ([source](https://github.com/armour/multiplayer-fps#readme))
- [Authoritative Game Logic Hosts](https://awesome-repositories.com/f/game-development/online-multiplayer/game-servers/authoritative-game-logic-hosts.md) — Implements an authoritative server model to maintain a consistent, cheat-resistant game state across all connected clients.
- [Player State Synchronization](https://awesome-repositories.com/f/game-development/player-state-synchronization.md) — Replicates player movement, health, and combat actions across all connected clients to ensure state consistency. ([source](https://github.com/armour/multiplayer-fps#readme))
- [First-Person Shooter Development](https://awesome-repositories.com/f/game-development/first-person-shooter-development.md) — Demonstrates foundational combat mechanics and animation systems for first-person shooter development.

### Networking & Communication

- [Real-Time Multiplayer Frameworks](https://awesome-repositories.com/f/networking-communication/real-time-communication/real-time-multiplayer-frameworks.md) — Manages live multiplayer sessions with instant replication of player movement and combat state.
- [Remote Procedure Calls](https://awesome-repositories.com/f/networking-communication/remote-procedure-calls.md) — Synchronizes player inputs and game events between clients by serializing function calls across the network.

### Graphics & Multimedia

- [Unity Animator State Machines](https://awesome-repositories.com/f/graphics-multimedia/media-production-suites/animation-tools/programmatic-animation-apis/state-transition-animators/state-based-animation-systems/unity-animator-state-machines.md) — Manages character movement and combat animations using Unity's layered state machine system.

### Software Engineering & Architecture

- [Entity Component Systems](https://awesome-repositories.com/f/software-engineering-architecture/cell-based-component-architectures/entity-component-systems.md) — Constructs game objects using a modular entity-component system to define flexible gameplay logic.
- [Object Pooling](https://awesome-repositories.com/f/software-engineering-architecture/object-pooling.md) — Recycles visual effect instances to minimize memory allocation and garbage collection overhead during high-intensity combat.

### User Interface & Experience

- [Character Animation State Machines](https://awesome-repositories.com/f/user-interface-experience/ui-animations/state-driven-animations/character-animation-state-machines.md) — Blends movement and combat sequences using state machines to ensure smooth character animation transitions. ([source](https://github.com/armour/multiplayer-fps#readme))
