// the find
MusouCrow/BrickAndBall
A realtime-mobile-fighting game made with Unity and Skynet.
A 2018 mobile PvP/PvE game built with Unity (client) and Skynet/Lua (server), where players shoot balls to destroy opponents' bricks. It's a complete, shipped game — available on TapTap — not a framework or library. Useful as a reference for anyone studying how to wire Unity clients to a Skynet backend for realtime multiplayer.
The stack choice is interesting: Skynet is a solid actor-model framework for game servers, and using it with Unity is an underexplored combination with real documentation here. KCP transport is included directly in the Unity client, which is the right call for low-latency mobile — UDP with reliability on top, no TCP head-of-line blocking. The Jitter physics library is bundled client-side, suggesting deterministic physics for rollback or lockstep rather than server-authoritative simulation, which is a smart architectural choice for this type of game. Shell scripts for build/run/watchdog are minimal but functional — `watch.sh` auto-restarts on crash, which is what you actually need in production.
Abandoned in October 2018 — Unity 2017.3 is years past EOL, and opening this project in any current Unity version will require a migration that may break the physics and networking integrations. There is no documentation of the networking protocol, game loop, or server architecture beyond the four-line README — you will be reading Lua source cold. No tests, no CI, no architecture notes. The repo language is listed as C but the meaningful code is C# (Unity client) and Lua (Skynet server); the C label likely comes from Skynet's core, which is misleading when evaluating what you're actually reading.