Fix Matchmaking & Reconnection in Production Unity Games

Specialized multiplayer engineering for PlayFab GSDK + Netcode for GameObjects. Ship stable, scalable systems that handle real player traffic.

12+
Live Games Shipped
500K+
Concurrent Players
99.8%
Uptime SLA

Common Production Pain Points

Matchmaking Failures

Players stuck in lobbies, timeouts, or matched with wrong skill tiers. PlayFab queue configuration requires deep understanding of ticket attributes and region latency.

Reconnection Breaks

Disconnect during match causes full session loss. State sync between client and authoritative server needs careful handling with Netcode's NetworkVariable and RPC patterns.

GSDK Integration Issues

Server builds fail health checks, allocations timeout, or crash on PlayFab MPS. Proper lifecycle hooks and heartbeat management are critical.

Scale Bottlenecks

Works in dev, breaks at 100+ CCU. Unity Transport UDP tuning, server tick rate optimization, and Redis caching prevent production meltdowns.

Your Stack, Battle-Tested

Game Server

  • Unity 6 headless builds
  • Netcode for GameObjects
  • Unity Transport (UTP, UDP)
  • PlayFab Matchmaking & Lobbies
  • GSDK lifecycle integration
  • Firebase Auth to PlayFab CustomID

Backend Services

  • ASP.NET Core, .NET
  • PostgreSQL + plpgsql procedures
  • Redis caching layer
  • Linux, systemd + Kestrel
  • GitHub Actions CI/CD
  • No Docker, native deployment

I've shipped this exact stack across 4 digital card games and 3 arena shooters. No learning curve, just solutions.

How We'll Fix It

Week 1

Diagnostic & Architecture Review

Audit current matchmaking config, GSDK logs, and Netcode state sync patterns. Identify root causes of failures in production telemetry.

Week 2-3

Matchmaking Overhaul

Rebuild PlayFab queue rules, implement proper ticket cancellation, add region-aware lobby assignment. Load test with 500 simulated players.

Week 4-5

Reconnection System

Build client-side retry logic, server-side session persistence in Redis, and state reconciliation on rejoin. Handle mid-game disconnects gracefully.

Week 6

Stress Testing & Beta Prep

Run 1000+ CCU simulations, tune Unity Transport buffers, optimize GSDK heartbeat intervals. Document runbooks for your team.

Ready for Q2 2026 Beta

Your alpha players deserve stable matchmaking. Your beta launch can't afford reconnection bugs. Let's ship this right.

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