Multiplayer Architecture - Netcode, Relay and Anti-Tamper
How Dimraeth networking works: Unity Netcode for GameObjects over Unity Relay, Facepunch Steamworks integration, obfuscated network values and co-op systems.
The transport stack
The dumped assemblies tell the exact stack:
- Netcode for GameObjects (
Unity.Netcode.Runtime) — the replication layer - Unity Relay + QoS (
Unity.Services.Relay, production environment perUnityServicesProjectConfiguration.json) — the transport; no direct IP hosting, connections route through Relay for NAT traversal - Facepunch.Steamworks — Steam lobby, invites, and the
Netcode.Transports.Facepunchtransport adapter - Multiplayer Tools — runtime net statistics
Session flow
MultiplayerLobby → CustomNetworkManager → per-session spawn via NetworkPrefabManager / NetworkPrefabClient. Monster state, spell casts (NetworkSpell), shop purchases (NetworkShopItem) and even Pet Pen contents (NetworkPetPenPet) all replicate.
Anti-tamper: obfuscated network numbers
One of the rarest finds in an indie RPG: ObfuscatedNetworkInt and ObfuscatedNetworkFloat. Client-server traffic doesn’t move raw numbers — they’re obfuscated against memory-scanning cheat tools. Combined with Relay (no listen-server authority for clients), this is a genuinely serious anti-cheat posture for the genre.
Co-op systems on top
Party+PartyHUD+PartyTeleportMode— shared teleportingChatSystemwithChatMessageTypeandChatLocale— localized chatCombatSession/CombatSessionSort— dynamic fight groupingMultiplayerDamageScaling— per-player monster scalingUIInvitePopup— Steam invite flow
What this means for players
No port forwarding, no host advantage exploits by design, and cheaters can’t trivially edit visible numbers. The tradeoff: if Relay or Steam services are down, co-op goes down with them — there is no LAN fallback in the shipped code.
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