serviceUdon scripting and networking
Gameplay systems in UdonSharp that survive real instances: master-authoritative state, late joiners, master migration, persistence and anti-cheat.
- Multiplayer game logic and FSMs
- VRChat Persistence (PlayerData, PlayerObjects)
- Creator Economy and group integration
- Anti-cheat and signed economies
How it goes
- Spec the behaviour: who owns the state, what a late joiner sees, what happens on master migration
- Build against a cost budget for 40 players on Quest
- Test in Build & Test with real networking
- Document the sync layout and every RPC
What you get
- UdonSharp scripts with comments a maintainer can follow
- A ship report: cost, rollout, failure modes
- Editor tooling where wiring repeats
Pricing: scoped per system. Quotes follow a short conversation about scope.