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Metaplay Shared C# Logic: Unity Backend with Full Source Access

Metaplay Shared C# Logic: Unity Backend with Full Source Access

Metaplay is a backend platform built around a unique proposition: write your game logic in C# once, then run the same code on the client and the server. This “shared logic” model, combined with full source access and a comprehensive LiveOps dashboard, targets Unity teams that want server‑authoritative gameplay without maintaining separate client and server codebases.

Core advantage: Metaplay eliminates the “client‑server drift” problem by letting you compile the same C# assemblies for both sides, ensuring consistent game rules and reducing bugs.

How Shared C# Logic Works

Component Role
Game logic assembly Contains core game rules (economy, progression, combat) in plain C#.
Client runtime Runs the assembly locally for prediction, UI updates, and input validation.
Server runtime Runs the same assembly as the source of truth, applying updates and broadcasting state changes.
LiveOps dashboard Web‑based tool for configuring economy, events, A/B tests, and player segmentation.
Metaplay SDK Unity package that provides networking, persistence, and integration with the shared logic.

Strengths of the Metaplay Approach

  • Consistency: The same C# code handles game rules on both client and server, eliminating desyncs caused by divergent implementations.
  • Full source access: You receive the complete backend source (C# server, dashboard, tooling) and can modify or extend any part.
  • Integrated LiveOps: The dashboard offers A/B testing, player segmentation, scheduled events, and economy tuning out of the box.
  • Unity‑native: SDK is designed for Unity workflows; game logic integrates seamlessly with Unity components and serialization.
  • Predictable pricing: Tiered monthly plans (€995–1,985/mo) with clear feature sets, not usage‑based surprises.

Comparison with Traditional Backends

Most backends (PlayFab, Supercraft GSB) treat the game server as a separate runtime that calls backend APIs. Metaplay embeds the game logic directly into the backend server, blurring the line between “game server” and “backend service.” This simplifies authoritative simulation but may require a different architectural mindset.

Aspect Metaplay Traditional Backend (e.g., Supercraft GSB)
Game logic location Inside the backend server (shared C# assembly) Inside your dedicated game servers; backend provides APIs for persistence, auth, config
Server authority Backend server is the game simulation authority Your dedicated game servers are the authority; backend stores results
LiveOps integration Deeply baked into the game logic (configs drive behavior directly) Live config delivered to game servers; servers interpret config changes
Best for Turn‑based, economy‑driven, or session‑based games where simulation can run centrally Real‑time dedicated‑server games (FPS, MMO, etc.) where low‑latency simulation runs close to players

When to Choose Metaplay

  • Your game is built in Unity and you want a single C# codebase for client and server logic.
  • You need strong server authority but don’t want to write separate server‑side simulation code.
  • LiveOps (A/B testing, player segmentation, scheduled events) is a core requirement from day one.
  • You value full source access over managed simplicity and have the capacity to customize the backend.
  • Your game is turn‑based, economy‑focused, or has slow‑paced real‑time (e.g., city builders, card games).

When to Consider Alternatives

  • Your game requires dedicated game servers with custom networking (Unity Netcode, Photon, custom UDP).
  • You need to host game servers in specific regions for low‑latency real‑time action (FPS, racing, fighting).
  • You prefer a backend that stays separate from game simulation (clear separation of concerns).
  • Your team is not using Unity (Metaplay is Unity‑first).
  • You want a usage‑based pricing model rather than fixed monthly tiers.

Pricing and Plans

Metaplay offers tiered monthly subscriptions (Free, Pro, Enterprise). The Free tier allows local development; Pro (€995–1,985/mo) includes cloud deployment, LiveOps dashboard, and team collaboration; Enterprise provides self‑hosting and custom infrastructure. There are no per‑player usage fees, making costs predictable for growing games.

Bottom line: Metaplay is a compelling choice for Unity teams that want to ship server‑authoritative games quickly with built‑in LiveOps. Its shared C# logic model reduces bugs and accelerates iteration, but it may not fit games that require custom dedicated‑server networking or non‑Unity engines.

Related in This Hub

Learn more at Metaplay.

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