serviceUdon scripting and networking

Gameplay systems in UdonSharp that survive real instances: master-authoritative state, late joiners, master migration, persistence and anti-cheat.

How it goes

  1. Spec the behaviour: who owns the state, what a late joiner sees, what happens on master migration
  2. Build against a cost budget for 40 players on Quest
  3. Test in Build & Test with real networking
  4. Document the sync layout and every RPC

What you get

Pricing: scoped per system. Quotes follow a short conversation about scope.