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KinematicSoup Technologies

@kinematicsoup.com
29 followers 171 following 113 posts

We build Reactor, a Unity multiplayer engine for physics, large crowds, and games other tools can't handle. Also makers of Scene Fusion, real-time collaborative scene editing for Unity. kinematicsoup.com Join us on discord! discord.gg/vWeTvPB

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KinematicSoup Technologies @kinematicsoup.com · 29/09/2026
Ever had a Unity object stutter at 200 fps? Update follows the frame rate, FixedUpdate a fixed clock, so some frames get two physics steps and some get none. Is your camera following in the wrong one? #gamedev #unity3d #indiedev
Side by side: a camera and sphere moving in FixedUpdate, without interpolation on the left and with interpolation on the right.
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KinematicSoup Technologies @kinematicsoup.com · 24/09/2026
We shipped client-side prediction in kazap.io, and the replay step was most of the work: keep inputs for the round trip, compare with each server update, and when they disagree past a tolerance, replay from the server's state... #gamedev #unity3d #indiedev
Overlay of a client-predicted ship in orange and the server position in white, showing the divergence prediction has to correct.
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KinematicSoup Technologies @kinematicsoup.com · 22/09/2026
#ScreenshotSaturday: about 5,000 enemies, every one simulated on the server and synced to each player at 50 to 70 KB/s, no network LOD. Built in a week as a stress test for our netcode... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 22/09/2026
5,000 to 6,000 server-simulated enemies in a multiplayer survivors game, 50 to 70 KB/s per player, no network LOD. The surprise in the budget: spawning and destroying objects is about 20% of the traffic. Hundreds of bullets a second, each a spawn... #gamedev #unity3d #indiedev
Screenshot of a multiplayer survivors game with thousands of server-synced enemies swarming the players.
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KinematicSoup Technologies @kinematicsoup.com · 17/09/2026
The listen-server mistake we see most: sizing the host by download speed. The host uploads the world to every other player, so upstream is the limit, and residential upstream is usually about a tenth of the number on the ISP's ad. What else caps it... #gamedev #unity3d #indiedev
Diagram of a listen server topology: one player's machine hosts the game and uploads state to every other player.
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KinematicSoup Technologies @kinematicsoup.com · 15/09/2026
If your multiplayer game ships on mobile, client-hosted topologies are out. A host needs a stable address for the whole session; phones hop between Wi-Fi and cellular, and carrier NAT reassigns addresses without notice. The other five checks... #gamedev #unity3d #indiedev
Diagram of a dedicated server topology: every client connects to one authoritative server that owns the simulation.
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KinematicSoup Technologies @kinematicsoup.com · 08/09/2026
Gamma vs linear color space trips up a lot of Unity developers: lighting that looks washed out or too dark is often not your lights, it is your color space. A primer... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 03/09/2026
A technical three-way we get asked for: Reactor vs Photon Fusion 2 vs Coherence. Server authority, bandwidth per entity, hosting costs, and complexity at scale... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 01/09/2026
Every multiplayer game has a network topology, whether you chose it or not. It decides where authority lives, and every system you build afterwards assumes that answer. A guide to the six in use, and why the choice mostly makes itself... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 27/08/2026
A solo dev took his first Unity game from single-player to a 4-player match in three days on Reactor. For the stress test, the authoritative host was his phone. It held. New case study, in his words... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 25/08/2026
Case study: the developer of braains.io rebuilt his game on Reactor and Scene Fusion. Double the player count, double the update rate, roughly 10x the synced data, and bandwidth cost cut to about a tenth... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 20/08/2026
Part 2 of the multiplayer cost series: take the roll-your-own estimate and put it against managed options (Photon, Coherence, Reactor). Where buying wins, where building does... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 18/08/2026
How much does it cost to run your own multiplayer backend? We put together a vendor-neutral way to estimate it: five cost lines, a worked example, and an interactive calculator (shown in the clip)... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 13/08/2026
We built kazap.io alongside Reactor partly to learn the economics of .io games firsthand: what bandwidth costs, what ads pay, and why only the most viral games win... #gamedev #indiedev
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KinematicSoup Technologies @kinematicsoup.com · 11/08/2026
Syncing ten players is easy. Syncing thousands of physics objects is a different problem, and underneath it is a bandwidth problem before it is anything else... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 06/08/2026
We wrote a practical comparison of the Unity multiplayer options in 2026: Photon Fusion 2, NGO, Mirror, Coherence, and our own Reactor. Which fits which game, and where each falls short, ours included... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 04/08/2026
Server-authoritative multiplayer has a built-in feel problem: your input takes a full round trip before the world reacts. Client-side prediction is how you hide it. Here is how it works, with the algorithm we shipped in kazap.io... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 01/08/2026
Our co-op-vs-5,000-enemies demo grew a level: players now battle through a castle assault while the swarm pours over the walls. Everything server-simulated and synced. #screenshotsaturday #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 31/07/2026
Reactor 1.1.3 is out: Unity 6.5 support, built-in network stats (ksRoom.NetStats, plus a component that feeds them to your own callbacks), experimental UDP client frame syncing, and a batch of physics and spawn fixes... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 30/07/2026
We spent ten years building a Unity multiplayer engine because the games we wanted did not fit the tools that existed: physics-heavy, crowd-heavy, bandwidth-bound. The story, and what came out of it... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 28/07/2026
Three people, one Unity scene, one farm. Another speed build from @synty.bsky.social, this time building a farm level together in Scene Fusion, our real-time scene collaboration tool. Everyone edits live in the same scene, no merge conflicts... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 23/07/2026
Bit-packing is the simplest useful compression technique in game networking, and a few lines of C# can cut your payload by 30% or more. A quick primer... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 21/07/2026
Multiplayer bandwidth bills surprise people because the baseline is misunderstood: the 12-20 bytes you pay per networked entity update with standard engines is the floor, not a misconfiguration. Where the cost comes from, and what moves it... #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 16/07/2026
Why do objects stutter in Unity even at high frame rates? It comes down to timesteps: Update runs at a variable rate, FixedUpdate on a fixed clock, and motion driven in one but rendered by the other gets sampled unevenly. A short explainer. #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 14/07/2026
Seven people building one Unity scene at the same time. This is @synty.bsky.social assembling a demo level live in Scene Fusion, our real-time scene collaboration tool. No merge conflicts, no waiting your turn for the scene file. #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 11/07/2026
We benchmarked our Unity multiplayer engine against Netcode for GameObjects and Photon Fusion 2. Identical scenes, same update rate, measured at the wire. Reactor moved 17x less transform data than NGO and 9.5x less than Fusion 2 in goodput, with about 5 KB/s in overhead. #gamedev #unity3d
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KinematicSoup Technologies @kinematicsoup.com · 09/07/2026
4-player physics FPS, all physics simulated server-side. Every client stays in sync through the heaviest collisions, no drift. Built to stress-test our multiplayer engine, partly as a dogfooding exercise. Unity client, no DOTS #gamedev #unity3d #indiedev #multiplayer
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KinematicSoup Technologies @kinematicsoup.com · 27/06/2026
It's #ScreenshotSaturday. A multiplayer world running across four physical servers. Each quadrant is a different machine. Cross a boundary and an entity takes on that region's color, handing off live to the server that owns it. Sharding / server meshing. kinematicsoup.com #gamedev #multiplayer
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KinematicSoup Technologies @kinematicsoup.com · 25/06/2026
5,000+ enemies in a multiplayer survivors-like, all server-simulated and synced to every player. 50-70 KB/s per player, no network LOD, no hand-tuning. Built on Reactor, our Multiplayer engine. www.kinematicsoup.com/blog/multipl... #gamedev
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