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CouchNET – Multiplayer Framework for Local & Online Co-op preview
Unity

CouchNET – Multiplayer Framework for Local & Online Co-op

By CLOUPT

$39.99

Rated 0.0/5 from 1 ratings on Unity.

About CouchNET – Multiplayer Framework for Local & Online Co-op

  • Tools, Systems & Learning > Game Templates & Systems
  • Tools, Systems & Learning > Development Tools & Automation
Local and online co-op. One network model.

CouchNET is a networking framework for Unity built for games where multiple players share the same machine and play online in the same session.

Two players can play on one PC while others join from another machine. Each player retains their own identity, input, ownership, seat, and network state.

BUILT FOR LOCAL + ONLINE CO-OP

Run multiple local players on the same PC while connecting them to players on other machines. Local and remote players use the same gameplay architecture, reducing split-screen-specific networking code and connection-to-player logic. Each player keeps their own identity, seat, and ownership even when several players share one network connection.

Declare RPC methods with attributes while CouchNET generates networking wrappers and serialization code at compile time using Mono.Cecil. Synchronize networked state with tick-based updates, batching, snapshot buffering, and interpolation support. Spawn, despawn, identify, and transfer ownership of networked objects across the session. Keep connected players coordinated through scene transitions and world synchronization. Recover disconnected players while preserving their logical player identity and session state.

Efficient transform synchronization includes delta updates, quaternion compression, interpolation, and teleport handling.

TRANSPORT-INDEPENDENT CORE

CouchNET's gameplay layer stays separate from the transport implementation. Includes LiteNetLib networking and an in-process Loopback transport for local host communication and testing. Custom inspectors, validation, runtime network information, and debugging tools integrate directly into the Unity workflow.

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