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Unity-Technologies/FPSSample
A first person multiplayer shooter example project in Unity
A complete, playable multiplayer FPS Unity sample from 2018, built to show off HDRP, a custom network transport layer, and ECS used in hybrid mode. It's for Unity developers who want to see a real netcode/prediction/rendering stack wired together end to end, not a toy demo.
It's a full working slice, not fragments: client-server netcode, movement prediction, weapon systems, and HDRP-authored content all live in one project you can actually run and step through. The included Project Tools window covers the whole pipeline (opening levels, building assetbundles, spinning up a headless server plus client) rather than leaving you to reverse-engineer the build process. As a historical reference for how Unity's ECS was used in hybrid mode (regular components plus ECS-pattern) before DOTS matured, it's a useful snapshot.
Pinned to Unity 2018.3.8f1 and frozen there — the render pipeline, ECS APIs, and the network transport layer it depends on have all been reworked or renamed since, so none of this ports cleanly to a current project; it's read-only inspiration at best. Cloning costs 18GB+ through git LFS, which is a heavy ask just to read code. The README documents known first-import bugs (manual shader reimports, a shader keyword limit workaround) you have to hit before the sample even runs on the one Unity version it targets. Contributions are explicitly limited to bugfixes, so there's no path to it evolving past what's already there.