Tested on a c5.xlarge AWS instance (4 vCPU, 8GB RAM) running Ubuntu 22.04.
| Metric | v1.3.2 | v1.3.4 | Improvement | |--------|---------|---------|---------------| | Max players before tick drop (<20Hz) | 48 | 72 | +50% | | Memory per connected player | 12 MB | 8.4 MB | -30% | | Bandwidth (20 players moving, 50 resources) | 340 KB/s | 210 KB/s | -38% | | Initial sync time (1000 entities) | 4.2 seconds | 2.7 seconds | -36% |
The improvements come from the new delta compression with run-length encoding on transform arrays.
Version: 1.3.4 Category: Game Template / Asset Genre: Survival / Multiplayer
Even with v1.3.4, developers run into issues: Multiplayer STP Survival Template PRO v1.3.4.un...
Problem: "Clients see other players stuttering."
Solution: Increase snapshotInterval in Network Manager to 0.033 (30Hz). Also ensure Interpolation is enabled in the NetworkTransform child component.
Problem: "I can't place building foundations on uneven terrain."
Solution: The template includes a GroundSnapper script. Edit MaxAngle = 30 degrees in BuildingSystem.cs. For steeper hills, set AllowClipping = true (risks exploits).
Problem: "Items duplicate when reconnecting after death."
Solution: This is a known edge case in v1.3.4. Hotfix: in PlayerLoot.SaveInventory(), call ClearSaveOnDeath() before saving the new state. Patch available on the developer’s Discord.
The template now includes baked-in support for A Pathfinding Project Pro* and Unity’s built-in NavMeshAgents. NPCs (zombies/wildlife) can now repath around player-built structures in real-time without eating server ticks. Tested on a c5
If you are updating to version 1.3.4, please review the specific changes below:
[v1.3.4] - Stability & Optimization Patch
Added:
Changed:
Fixed:
Buy this if:
Avoid this if:
The Multiplayer STP Survival Template PRO v1.3.4 sits at a sweet spot: robust enough to save you 6-9 months of netcode work, yet flexible enough that you aren't fighting a black box. For $95 (typical Asset Store price), it is one of the best ROIs in the survival genre. Version: 1
Cause: Client-side prediction cache not clearing.
Fix: Update to v1.3.4 which includes OnDespawned RPC callback fix. Alternatively, manually call NetworkServer.Destroy(gameObject, 0.5f).