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I’m building a large-scale 2D isometric open-world MMO in Unity and need someone to nail down rock-solid, server-authoritative movement. The project already uses Netcode for GameObjects; what’s missing is a clean, latency-tolerant path-movement pipeline so every remote avatar glides smoothly on every client. Scope • Clients will request a path (click-to-move style). • The server alone validates, simulates, and streams back position & rotation frames. • Each client must interpolate and, when necessary, softly correct (rubber-band) its local prediction. • The solution has to cooperate with Unity’s built-in NavMesh or a comparable A* grid without locking me into one library. • Movement packets should stay lean; bandwidth matters in a “massive” environment. • Please expose clear hooks so combat, gathering, or social systems can query the authoritative transform at any time. Timeline: I’m looking to integrate this ASAP, so preference goes to someone who can share a first working pass within a few days. If you’ve shipped Netcode movement on Unity before, even better—please mention it when you respond.
Project ID: 40558243
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48 freelancers are bidding on average $14 USD/hour for this job

Hey there, I have carefully reviewed your project requirements. With over 10+ years of experience in game development, I have built and delivered high-quality games across multiple platforms, focusing on performance, scalability, and engaging player experiences. My expertise includes Unity, Unreal Engine, C#, C++, multiplayer systems, game mechanics, UI/UX for games, in-app purchases, and third-party SDK integrations—all highly relevant to building polished and production-ready games. I would love the opportunity to discuss your game idea in detail and collaborate on bringing it to life with a strong technical foundation and engaging gameplay. Due to NDAs, links aren’t public—but once you open the chat, I’ll share live demos and walkthroughs. NOTE: Please consider the current budget as flexible — we can finalize it after discussing the complete scope and feature set. Thanks & Regards, Kajal
$12 USD in 40 days
7.2
7.2

Hi, A server-authoritative path movement layer is the right first step for an MMO, since sync issues quickly appear as jitter, rubber-banding, and combat inconsistencies. With Netcode for GameObjects, my focus would be smooth prediction without heavy packets or tight coupling to one pathfinding system. I’ve built Unity networking systems where movement, state sync, and correction had to remain stable under latency. I would handle the full movement pipeline: client move request, server validation, authoritative simulation, compact state streaming, and client-side interpolation with soft correction. I’d keep the path source flexible for NavMesh or A* while providing a clean authoritative transform API for combat and gathering. Initial focus: request/validate move commands server-driven path simulation lean position/rotation sync interpolation and rubber-band correction transform hooks for other systems One quick question: do you want fixed-rate movement snapshots, or updates only when the path or velocity changes?
$8 USD in 25 days
7.3
7.3

Your NavMesh path will desync across clients if the server sends full Vector3 positions every tick instead of compressed deltas. At 60Hz with 100+ concurrent players, you'll burn through bandwidth and introduce jitter that breaks the illusion of smooth movement. Quick questions - are you capping tick rate at 20Hz or 60Hz server-side? And what's your target CCU per zone before you shard the world? Here is the architectural approach: - C# PROGRAMMING: Build a delta-compression system that sends only position changes above a 0.01-unit threshold, cutting packet size by 70%. - NETCODE FOR GAMEOBJECTS: Implement client-side prediction with cubic Hermite interpolation so remote avatars never teleport during correction windows. - SERVER-AUTHORITATIVE MOVEMENT: Expose an IMovementAuthority interface that combat and gathering systems poll for validated transforms without coupling to the sync layer. I've built similar prediction pipelines for two Unity multiplayer projects that scaled past 200 CCU per instance without rubber-banding. Let's jump on a 15-minute call to walk through your current tick architecture before you commit to a build.
$11 USD in 30 days
5.4
5.4

I specialize in developing robust movement synchronization solutions for large-scale Unity projects, particularly MMOs. Ensuring smooth, latency-tolerant path movement for remote avatars is critical to enhancing the overall player experience and immersion in an open-world environment. I understand the importance of implementing a clean and efficient path-movement pipeline, as mentioned in your project description. By leveraging my expertise in Unity networking and server-authoritative movement systems, I can help create a seamless experience where every avatar glides smoothly across clients. With a focus on optimizing bandwidth utilization and integrating with Unity’s NavMesh or other grid systems, I can deliver a solution that not only meets your immediate needs but also provides flexibility for future system expansions. I have a proven track record of delivering high-quality Netcode movement solutions and can ensure a quick turnaround to integrate this feature into your project. You'll be working with a team that values transparency, responsiveness, and delivering exactly what is promised, while focusing on creating a solution that not only meets your immediate goals but continues to perform and add value long after launch. Regards, InterconnectBPO
$8 USD in 7 days
4.7
4.7

Hello Dear! I’m Md Toriqul Islam, and I’m excited to partner with you. I can dive into your project immediately. I have 10+ years of experience in Unity multiplayer development, server-authoritative networking, Netcode for GameObjects, and MMO gameplay systems. I understand you need a latency-tolerant, server-authoritative movement pipeline with client prediction, interpolation, smooth correction, and efficient packet synchronization compatible with NavMesh or A* pathfinding. I’ve worked on similar multiplayer networking systems focused on performance and scalability. I have rich experience in Unity, Netcode, multiplayer networking, and MMO systems. I am skilled in C#, Unity, Netcode for GameObjects, NavMesh, A*, and network optimization. I’m ready to start immediately and would be happy to discuss this project. Looking forward to hearing from you. Best regards, Md Toriqul Islam
$12 USD in 40 days
4.6
4.6

Hi, Aashiq (Ash) here from Cape Town, South Africa. This project instantly caught my eye, so I had to reach out. I see you're looking for a specialist to implement a robust server-authoritative movement system for your massive Unity 2D isometric open-world MMO, ensuring smooth avatar movement across all clients. My experience includes helping businesses enhance user experiences and increase engagement through effective solutions like high-performance websites and seamless server-client interactions. Feel free to request samples of my successful projects. Based on what you mentioned, here is how we would approach the project: - Implement a latency-tolerant path-movement pipeline - Develop server-side validation and simulation for smooth avatar movement - Integrate with Unity’s NavMesh or other grid systems for flexibility - Optimize movement packets for efficient bandwidth usage - Provide clear hooks for seamless integration with combat and social systems Rest assured, I prioritize clear communication and delivering user-focused solutions optimized for performance. Best Regards, Aashiq
$8 USD in 7 days
4.3
4.3

Hello, As a result of a detailed review of your project requirements, I fully understand the scope and expectations. I have experience with Unity multiplayer systems, C# gameplay programming, Netcode workflows, server-authoritative movement, and latency-tolerant client synchronization. I bring focused expertise in Unity, C# Programming, Game Development, Game Programming, Multiplayer/Netcode, Server-side simulation, NavMesh/A* movement, and network optimization. For this project, I can build a clean click-to-move pipeline where the client requests a path, the server validates and simulates movement, then streams lean position/rotation updates back to clients. I will add interpolation, soft correction/rubber-banding, optional local prediction, and clear hooks so combat, gathering, or social systems can always query the authoritative transform. I will also keep the pathing layer flexible so it can work with Unity NavMesh or an A* grid approach. I have a couple of quick questions. • Are you using Unity Transport with Netcode for GameObjects currently? • Is the world grid/tile-based, NavMesh-based, or still open for movement architecture? I would be glad to discuss further details and am ready to start immediately. Looking forward to hearing from you. Best regards, Carlos
$10 USD in 40 days
3.4
3.4

Hi, This is the kind of networking problem where architecture matters more than raw movement code. I can implement a server authoritative movement pipeline using Unity Netcode for GameObjects with client path requests, server validation, authoritative simulation, efficient position updates, client interpolation, and smooth prediction correction to minimize visible rubber banding. I’ve worked on Unity multiplayer systems, server authoritative networking, movement synchronization, pathfinding, and gameplay frameworks where low latency and bandwidth efficiency were critical. The solution will remain modular, exposing clean hooks for combat, gathering, and other gameplay systems while supporting either Unity NavMesh or an A* based solution. Best regards, George
$12 USD in 40 days
3.4
3.4

Hi Have a Pleasant day ! I carefully had read your requirements in your job post on freelancer.com I am glad to inform you that I have same extensive experience that you are looking for. I have done similar work earlier in my past and I will share during project discussion. Please share your exact project requirements, So, I can understand your requirements & I will come to know that what do you exactly needs to develop and I will be feeling happy to work with you. Cost and timeline depends on your project or task requirements Price is negotiable and I will work in your budget. No upfront payment will be charged. Always work in milestones. Looking forward for your positive response. Kind Regards, Sneha Kanwar
$12 USD in 40 days
1.9
1.9

Hello, I can help implement a server-authoritative movement system for your Unity MMO using Netcode for GameObjects, designed for scalability, low bandwidth, and smooth client-side movement. My approach includes client path requests, server-side path validation and simulation, authoritative position/rotation updates, client interpolation, prediction, and smooth reconciliation to minimize visible rubber-banding. The movement layer will be modular, allowing it to work with Unity NavMesh or an A* solution without tightly coupling to either. I'll optimize network traffic by sending lightweight movement snapshots and expose clean APIs so combat, gathering, and other gameplay systems can always query the authoritative transform. I have experience with Unity multiplayer architecture, client/server synchronization, and latency compensation, and I can deliver an initial working implementation within a few days. The code will be clean, documented, and easy to extend as your MMO grows. I'm available to start immediately.
$8 USD in 40 days
1.4
1.4

Hi there! I am a highly skilled Unity developer with extensive experience building server-authoritative movement systems using Netcode for GameObjects. I understand the challenges of creating a latency-tolerant, smooth, and bandwidth-efficient movement pipeline for a large-scale isometric MMO, and I am ready to implement this for you. My Approach: Architecture: I will implement a client-side prediction and server-reconciliation model. The server will validate path requests against your preferred navigation system (NavMesh/A*) and stream state updates. Smoothing & Interpolation: I will utilize entity interpolation and a flexible "soft-correction" (rubber-banding) system to ensure remote avatars glide seamlessly, even with fluctuating latency. Optimization: I will optimize movement packet structures (e.g., using delta compression) to ensure bandwidth remains low for massive player counts. Extensibility: My code will be modular, exposing clean hooks so your combat and social systems can query authoritative transforms with zero overhead. I have successfully shipped multiplayer titles and am ready to deliver a functional prototype within your required window. Could we connect to discuss your current project architecture? I am ready to start immediately.
$10 USD in 20 days
0.7
0.7

Hi, let's define the movement pipeline and replication flow before integrating it. Building a server authoritative movement system with smooth interpolation, efficient networking, and reliable synchronization is the goal. I've worked on projects where multiplayer systems needed responsive movement, clean server validation, and bandwidth conscious updates while staying flexible enough to support future gameplay systems. I'll keep the solution compatible with Netcode for GameObjects, expose clean hooks for combat and other systems, and avoid tying the movement pipeline to a single navigation library so it remains easy to extend. I'd love the opportunity to work on this project, and if awarded, I'll deliver a reliable first pass within the agreed timeline. Looking forward to working together, and making lag the only thing chasing your players instead of catching them. Best regards.
$10 USD in 40 days
0.0
0.0

I understand you need a server-authoritative movement sync for your large-scale 2D isometric MMO using Netcode for GameObjects, focusing on a clean, latency-tolerant path-movement pipeline for smooth avatar glides. I previously implemented a similar client-server movement system for a real-time strategy game that handled hundreds of units with sub-frame accuracy across varying network conditions. I will build a dedicated `PathMovementSystem` within your Unity project. This system will utilize a `PathRequestManager` on the client to send click-to-move inputs to the server. On the server, I'll create a `ServerMovementController` that validates path requests, simulates movement using `NavMeshAgent` (or a custom pathfinding if preferred), and then broadcasts position and rotation updates via `NetworkVariable` or `NetworkTransform` with careful interpolation settings. Clients will receive these updates and use a `ClientMovementPredictor` to smoothly interpolate movement and implement soft rubber-banding corrections based on server authoritative frames. How will player collision and interaction be handled during pathfinding and movement to avoid characters clipping through each other or the environment? Ready to start as soon as you confirm scope.
$15 USD in 7 days
0.0
0.0

Hi there, I just read your posting. It sounds like you need an experienced software engineer who can help build, improve, and maintain a reliable solution using Multiplayer/Netcode, C# Programming, Game Development, Game Programming, Unity and Server. I am a software engineer with 12+ years of experience designing and developing web, cloud, automation, and enterprise applications. I specialize in building scalable, maintainable, and production-ready solutions while ensuring high code quality, performance, security, and long-term stability. I can help review your requirements, identify the most effective technical approach, and implement the solution professionally. Whether the work involves backend development, frontend development, API integrations, cloud infrastructure, databases, automation, AI solutions, troubleshooting, performance optimization, or system architecture, I can help deliver the project successfully. I focus on clear communication, clean code, and practical solutions that align with business goals. My objective is not only to complete the immediate task but also to create a solution that is easy to maintain and extend in the future. Let me know if my profile looks interesting, and we can set up a time to talk. Best regards, Elijah M.
$35 USD in 37 days
0.0
0.0

Hi there, Hope you’re doing well. I will build a server-authoritative movement system for your Unity MMO with smooth client-side interpolation, prediction, and latency-tolerant corrections. I have solid experience with Unity multiplayer development, Netcode for GameObjects, network synchronization, movement prediction, and bandwidth-conscious gameplay systems. The solution will support client path requests, server-side validation and simulation, efficient position and rotation updates, soft correction handling, and clean integration points for NavMesh or alternative pathfinding systems. I can also expose authoritative transform hooks for combat, gathering, and other gameplay features while keeping network traffic lean for large-scale environments. Timeline: I can provide a first working pass within a few days after reviewing the current implementation. The result will be smooth, reliable multiplayer movement that remains responsive under real-world latency conditions. Let's discuss the details. I’m ready to start immediately.
$10 USD in 40 days
0.0
0.0

I’ve shipped Netcode movement sync for Unity MMOs with 200+ CCU using Netcode for GameObjects, so latency compensation and rubber-banding are in my wheelhouse. I’ll wire up a server-authoritative pipeline: clients send path requests to a dedicated movement service, server validates against NavMesh/A* using Unity’s built-in systems, simulates at 60Hz, and streams timestamped frames via Netcode’s RPCs. Each client runs local prediction with a 150ms buffer, corrects with cubic interpolation, and snaps only after 3 missed frames to avoid jitter. Bandwidth stays low by sending delta-compressed transforms over UDP with a 30ms heartbeat; combat/gathering hooks plug into the authoritative transform via events exposed in the movement service. I can outline milestones after reviewing your NavMesh data. I can start immediately.
$11.50 USD in 40 days
0.0
0.0

Hi, We are available to take this on and get your server-authoritative movement pipeline working perfectly. The main issue with Netcode for GameObjects implementations is usually ensuring the interpolation logic remains smooth while maintaining strict server-side validation for latency-tolerant pathing. Are you planning to use the built-in NetworkTransform for the initial prototype, or would you prefer a custom kinematic sync to better support your specific NavMesh integration requirements? We recently built a similar authoritative movement system for a multiplayer project that required high-precision synchronization across large, dense environments. We utilized custom RPCs and snapshot interpolation to ensure that remote avatars glided smoothly on all clients while keeping bandwidth consumption low. We successfully implemented a prediction/reconciliation loop that allowed for "soft" corrections, preventing the jittery rubber-banding typically seen in heavy MMO architectures. Our fix ensured that combat and interaction systems could query the authoritative transform state seamlessly, significantly improving the responsiveness of the movement pipeline. We are eager to discuss the project further. Reach out to initiate a conversation! Best regards, Quantum Code Solutions
$25 USD in 40 days
0.0
0.0

Building a large-scale 2D isometric MMO requires precision, and I can deliver that. With six years of experience as a full stack developer, I specialize in robust, server-authoritative systems in Unity. I will implement a clean, latency-tolerant path-movement pipeline that ensures smooth avatar movement for every client. I will first validate and simulate client requests on the server, sending back optimized position and rotation frames. Each client will benefit from precise local prediction correction, enhancing user experience. I understand the importance of bandwidth in a massive environment, so I’ll ensure movement packets are lean. Additionally, I will design the system to integrate seamlessly with Unity’s NavMesh or an A* grid, providing the flexibility you need without any library tie-ins. My past projects with Netcode movement guarantee that I have the skills to tackle your needs efficiently. Let’s connect to discuss how I can get this implemented quickly for your MMO! Roman.
$20 USD in 16 days
0.0
0.0

Hi — I've built server-authoritative movement on Unity with Netcode for GameObjects, so this is familiar rather than new territory. The shape you're describing is the right architecture: client requests a path, server alone simulates and streams authoritative position/rotation, clients interpolate and rubber-band-correct against their local prediction. The parts that make or break it are snapshot interpolation done cleanly so remote avatars glide instead of stutter, and reconciliation that corrects softly rather than snapping when prediction drifts. Keeping it library-agnostic (NavMesh or an A* grid behind an interface) and packets lean for MMO scale is doable — position deltas and quantized rotation rather than full transforms every tick. I'd expose the authoritative transform through a clean interface so combat, gathering and social systems can query it any time. I can get a first working pass to you within a few days. What tick rate are you targeting, and roughly how many avatars per area at peak? Cheers
$15 USD in 40 days
0.0
0.0

I can implement a server-authoritative movement system for Unity Netcode with client prediction, smooth interpolation, and soft reconciliation for responsive click-to-move gameplay. The solution will support NavMesh or A* pathfinding, use bandwidth-efficient movement updates, and expose clean APIs for combat and other gameplay systems to access authoritative transforms.
$8 USD in 40 days
0.0
0.0

Eunápolis, Brazil
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