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chnkd/colyseus-slua

C · MIT · updated Jan 2023

Multiplayer Game Client for Slua

A Colyseus multiplayer client for Unity that uses Lua (via slua) instead of C# for the game logic layer. The pitch is avoiding pre-generated serialization code and enabling hot-reloading of game logic — which is a real pain point if you've ever had to sync Schema changes between a Colyseus server and a Unity client during active development.

The core idea is sound: porting colyseus-defold's Lua client to Unity via slua sidesteps the code-gen requirement of colyseus-unity3d, which genuinely slows iteration. Ships with LuaJIT support via slua v1.62 for performance. Includes a working Node.js test server in App/ so you can actually run something end-to-end.

Last touched in January 2023 and the upstream packages it pins (colyseus-defold at a specific commit, slua at a fork) have moved significantly since — expect breakage. Auth, Push, and Storage are explicitly stubbed out with no timeline. Zero stars, one fork, Chinese-only README, and the slua project itself has stalled — this is essentially a personal proof-of-concept with no maintenance path. The Colyseus ecosystem has since shifted toward better hot-reload support in the official SDK, making this approach less compelling than it was.

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