# kisence-mian/UnityLockStepDemo

基于Unity做的帧同步Demo,ECS架构

Repository: https://github.com/kisence-mian/UnityLockStepDemo
Canonical: https://ross.abutalabs.com/products/unitylockstepdemo
Language: C#
License Family: other
Last push: 2024-07-15T03:01:43+00:00

## Health v2 (maintenance only)
Score: 32/100 (v2, computed 2026-09-02T17:46:02.011165+00:00)
- activity 0, release rhythm 35, longevity 100
- inputs: {"age_days": 3395, "days_push": 779, "days_rel": null, "gap_med": null, "n_releases_24m": 0}
- flags: no_releases, no_license
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 1151, forks 296 (observed 2026-08-28T04:03:46.654340+00:00)

## What it is
A Unity-based lockstep frame synchronization demo built with an ECS architecture, sharing game logic code between client and C# server. It aims to let developers write game logic once and have synchronization handled at the framework level.

## Use cases
- build a multiplayer game with deterministic lockstep synchronization in Unity
- share the same game logic code between Unity client and C# server
- learn how frame sync and ECS architecture work together
- implement room-based real-time multiplayer battles
- generate network protocol code from C# classes
- convert data tables into C# classes usable on both client and server

## When to choose
- you are building a Unity multiplayer game needing deterministic lockstep sync
- you want a single language (C#) across client and server game logic
- you want to study a working lockstep + ECS reference implementation

## When to avoid
- you need a production-ready, stable framework with a license and active maintenance
- your game does not require deterministic lockstep synchronization
- you need extensive documentation or community support

## Facets
- artifact type: framework
- maturity: experimental
- function: game-engine, networking, rpc, serialization
- domain: cross-platform
- platform: game-engine, cross-platform
- tags: lockstep, deterministic-sync, ecs, multiplayer, unity, client-server, game-sync, game-development, real-time, c#

## Member repositories
- kisence-mian/UnityLockStepDemo (main) score 32

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:03:46.654340+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T06:33:37.017590+00:00, confidence not recorded.
  - readme: https://github.com/kisence-mian/UnityLockStepDemo (fetched 2026-08-28T04:03:46.654340+00:00, sha 838f810fe6c0)
- Data as of 2026-08-30T08:39:29.467469+00:00.
