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Unity-Technologies/megacity-metro
Megacity-Metro: a thrilling shooter game, using Netcode for Entities for a multiplayer experience supporting 128+ players. Latest DOTS packages and Unity Gaming Services elevate the user experience, demonstrating how to craft engaging multiplayer games.
Unity's official large-scale multiplayer sample built on DOTS/ECS, Netcode for Entities, and Unity Gaming Services. It supports 150 concurrent players with server-authoritative gameplay, prediction, and lag compensation. This is the reference implementation for anyone building a serious multiplayer game in Unity 6 — not a tutorial project, but production-grade demo code.
Server-authoritative architecture with proper prediction and interpolation baked in — not an afterthought. Demonstrates Entities Graphics and URP Render Graph at real scale with a dense urban environment, which is genuinely hard to pull off. Cross-platform support (Windows, Mac, Android, iOS) handled in a single codebase via IL2CPP. Full UGS integration (matchmaking, game server hosting, Vivox voice) shows the complete production stack, not just the netcode layer.
First clone can take 90 minutes on a slow machine due to Git LFS assets — the repo does not accept PRs or issues, so if something is broken for your setup, you're on your own. DOTS/ECS has a steep learning curve and the code here assumes you already know it; this is a bad starting point for someone new to the paradigm. Tied tightly to the Unity ecosystem — every interesting architectural choice (ECS, Netcode for Entities, UGS) is Unity-specific and non-transferable knowledge. The sample targets Unity 6 specifically; anyone still on an LTS release will hit compatibility walls immediately.