Desarius.Fireball
Client/server networking protocol and transport layer for Unity multiplayer games, including mobile builds where transport behavior matters.
Technical Overview
Fireball is the networking layer we reach for when gameplay traffic needs to be explicit: KCP transport, reliable and unreliable channels, packet registration, binary serialization, compression thresholds, auth flow, and client/server session managers.
Core Capabilities
- KCP transport with reliable and unreliable packet channels.
- Packet registration and binary serialization that stay visible to the game team.
- Compression thresholds for payloads that should not travel raw.
- Client and server session managers with room for authentication flow.
- A transport surface for commands, snapshots, checksums, and reconnect behavior.
Use Cases
- Unity projects, including mobile, that need a controlled networking layer for gameplay traffic.
- Multiplayer games where packet shape and channel behavior are part of the design.
- Authoritative host/client architectures that need predictable transport behavior.
- Teams that want packet-level control instead of a sealed multiplayer SDK.
Integration Model
Unity package, source license, assisted integration, custom packet contracts, and optional bridge to Desarius.Legion.
Best Fit
Unity teams that need direct control over multiplayer packet flow and transport behavior.
What It Is Not
Fireball is not positioned as a full backend or live-ops platform. It focuses on network protocol, transport, serialization, and auth surfaces.
Licensing Ready