Specialized multiplayer engineering for PlayFab GSDK + Netcode for GameObjects. Ship stable, scalable systems that handle real player traffic.
Players stuck in lobbies, timeouts, or matched with wrong skill tiers. PlayFab queue configuration requires deep understanding of ticket attributes and region latency.
Disconnect during match causes full session loss. State sync between client and authoritative server needs careful handling with Netcode's NetworkVariable and RPC patterns.
Server builds fail health checks, allocations timeout, or crash on PlayFab MPS. Proper lifecycle hooks and heartbeat management are critical.
Works in dev, breaks at 100+ CCU. Unity Transport UDP tuning, server tick rate optimization, and Redis caching prevent production meltdowns.
I've shipped this exact stack across 4 digital card games and 3 arena shooters. No learning curve, just solutions.
Audit current matchmaking config, GSDK logs, and Netcode state sync patterns. Identify root causes of failures in production telemetry.
Rebuild PlayFab queue rules, implement proper ticket cancellation, add region-aware lobby assignment. Load test with 500 simulated players.
Build client-side retry logic, server-side session persistence in Redis, and state reconciliation on rejoin. Handle mid-game disconnects gracefully.
Run 1000+ CCU simulations, tune Unity Transport buffers, optimize GSDK heartbeat intervals. Document runbooks for your team.
Your alpha players deserve stable matchmaking. Your beta launch can't afford reconnection bugs. Let's ship this right.
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