Multiplayer for Unity,
simple as Photon.
Get an App Key, paste it in the Unity Inspector, call Initialize(). Firebase, backend, and infra are handled for you.
// Step 1: assign MabarSettings asset in Inspector
// Step 2: paste App Key in that asset
// Step 3: write this ↓
Multiplayer.Initialize(Settings);
await Multiplayer.Connect();
var auth = await Multiplayer.LoginGuest();
var room = await Multiplayer.CreateRoom("Lobby", 4, false);
Multiplayer.OnRpc("move", OnPlayerMove);1 field
to configure in Unity
< 5min
setup time
2021+
Unity support
MIT
license
Everything included
One hosted backend. One App Key per game. Zero Firebase setup for developers.
App Key Model
Like Photon — paste your App Key in the Unity Inspector, done. No Firebase config for devs.
Unity SDK
Pure C# package for Unity 2021+. UPM compatible, WebGL ready. One asset, one key.
Turn-based Polling
REST polling model — players poll GET /rooms/:id every 1-2s. No WebSocket needed for turn-based games.
Secure by Design
Firebase credentials live on the backend only. The developer never touches them.
Firebase Realtime DB
Each App Key has its own isolated namespace in Firebase. Zero data leakage between projects.
Hosted Backend
One Express API on Vercel serves all developers. Deploy once, everyone connects.
3 steps to multiplayer
No backend. No Firebase. No infrastructure headaches.
Get Your App Key
Register your game with the SDK owner. You receive a unique App Key — like Photon's App ID.
Paste in Unity
Open the MabarSettings asset in your Inspector, paste the App Key. That's the entire credential setup.
Connect & Build
Call Multiplayer.Initialize(Settings) and start making multiplayer games.
How it works under the hood
Developers only see the AppKey. Everything else is abstracted.
Unity Game
Developer side
+ AppKey header
Mabar API
Vercel (yours)
Firebase
SDK Owner's DB