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Creating a Basic Unity Multiplayer Game with Networker\n[Get started with this tutorial written by the library developer Mark Eastwood](https://markeastwood.net/?p=7)\n\n## Example\n\nCreating a server is easy..\n\n````csharp\nvar server = new ServerBuilder()\n                .UseTcp(1000)\n                .UseUdp(5000)\n                .RegisterPacketHandlerModule\u003cDefaultPacketHandlerModule\u003e()\n                .RegisterPacketHandlerModule\u003cExamplePacketHandlerModule\u003e()\n                .UseZeroFormatter()\n                .ConfigureLogging(loggingBuilder =\u003e\n                                    {\n                                        loggingBuilder.AddConsole();\n                                        loggingBuilder.SetMinimumLevel(\n                                            LogLevel.Debug);\n                                    })\n                .Build();\n\nserver.Start();\n````\n\nYou can handle a packet easily using dependency injection, logging and built-in deserialisation.\n\n````csharp\npublic class ChatPacketHandler : PacketHandlerBase\u003cChatPacket\u003e\n{\n\tprivate readonly ILogger\u003cChatPacketHandler\u003e _logger;\n\n\tpublic ChatPacketHandler(ILogger\u003cChatPacketHandler\u003e logger)\n\t{\n\t\t_logger = logger;\n\t}\n\n\tpublic override async Task Process(ChatPacket packet, IPacketContext packetContext)\n\t{\n\t\t_logger.LogDebug(\"I received the chat message: \" + packet.Message);\n\n\t\tpacketContext.Sender.Send(new ChatPacket\n\t\t{\n\t\t\tMessage = \"Hey, I got your message!\"\n\t\t});\n\t}\n}\n````\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fmarkiodev%2Fnetworker","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fmarkiodev%2Fnetworker","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fmarkiodev%2Fnetworker/lists"}