Server-Authoritative Multiplayer VR Sandbox
The fundamental problem in multiplayer VR is state authority: when clients own their world, desync and divergence are inevitable. The challenge was building a sandbox where the server owns all terrain, physics, and object state, distributing updates to N Quest headsets at 72Hz without perceptible lag. Server-authoritative design from the ground up — no client-side state mutations.
- Frame-rate sync
- 72Hz
- Multi-Quest sync
- N→N
- Terrain streaming
- CSV
Built on Unity 2022.3 with Netcode for GameObjects, using a strict server-authoritative model — clients send input intentions, never state mutations. Terrain data streams from CSV frame buffers parsed server-side and distributed via Netcode's NetworkVariable system, ensuring every connected Quest headset renders identical geometry. The authority pattern prevents desync across N clients without expensive reconciliation. Designed as a research-grade collaborative simulation platform — the architecture prioritizes deterministic state replication over cosmetic polish.
- Unity 2022.3
- Netcode for GameObjects
- Meta Quest
- Server-Authoritative Model
- CSV Terrain Streaming
- NetworkVariable Sync