# Articles & Guides

*Unity URP, Fish-Net networking, and multiplayer development from BIGFATGAMES.com*

- [Unity WebGL Memory Budgets for Fish-Net Browser IO Fat Games](/unity-webgl-memory-budgets-fish-net-browser-io-fat-games) — A session heap ledger for live IO matches: growth policy, tick garbage, and skins that stay in RAM.
- [Unity 6.6 WebGPU for Browser IO Fat Games: URP GPU Resident Drawer, STP, and Fish-Net WebGL Fallback](/unity-6-6-webgpu-browser-io-capability-matrix) — A production capability matrix: when WebGPU pays for Resident Drawer and STP, and when Fish-Net players stay on WebGL
- [Fish-Net Remote Entity Presentation: Snapshot Interpolation, Extrapolation Caps, and URP Draw Poses in IO Games](/fish-net-remote-entity-presentation-snapshot-interpolation-urp-io-games) — Delay the pixels, not the tick—keep the other ninety-nine players honest on screen.
- [Building Dedicated Servers with Fish-Networking for Scalable Browser IO and Fat Games](/fishnet-dedicated-server-browser-io-fat-games) — An ops-first migration from WebGL listen hosts to stripped Linux headless Fish-Net servers
- [Fish-Net Custom Serializers and Bandwidth-Efficient Data Sync for High-Entity Unity IO Games](/fish-net-custom-serializers-bandwidth-efficient-data-sync-high-entity-unity-io-games) — Per-entity byte budgets, GC-free Writer paths, and tick-aligned packing for WebGL fat games
- [Fish-Net SyncType State Channels: Ownership, SendRate Tiers, and OnChange Correctness for Unity IO Games](/fish-net-synctype-state-channels-ownership-sendrate-onchange-io-games) — A production decision guide for mass, score, inventory, and growth state—without turning SyncVars into a second NetworkTransform
- [Fish-Net Scene Management for Seamless Multiplayer Level Transitions in Unity Browser IO and Fat Games](/fish-net-scene-management-seamless-multiplayer-level-transitions-unity-browser-io-fat-games) — Run concurrent match instances on one server—stack arenas, move fat players, and keep WebGL loads observer-safe
- [What Runs Where: Splitting Fish-Net Simulation and URP Rendering for Browser IO Fat Games](/fish-net-urp-simulation-render-split-browser-io-fat-games) — Keep WebGL clients smooth by drawing a hard line between networked state and local URP work
- [Fix WebGL Movement Jitter: Fish-Net TimeManager Tick Dropping and NetworkTickSmoother for Browser IO Fat Games](/webgl-movement-jitter-fish-net-timemanager-tick-smoother-io-games) — A browser-first timing stack—tick rate, physics mode, dropping, and Adaptive vs Flat smoothers—tuned so discrete network updates stay fluid under tab throttle and URP frame pressure
- [Fish-Net Bayou WebGL Transport for Seamless Multiplayer Browser IO and Fat Games in Unity](/fish-net-bayou-webgl-transport-browser-io-fat-games-unity) — Production last-mile playbook: swap Tugboat for Bayou, ship dual builds, and go live on WSS
- [Fish-Net NetworkAnimator Synchronization for Smooth Multiplayer Character Animations in Unity IO and Fat Games](/fishnet-networkanimator-bandwidth-tick-aligned-animations-io-fat-games) — Treat animation as a bandwidth cost center: whitelist only observer-critical parameters, lock ticks to movement, and keep owner feel when prediction runs ahead
- [Unity 6 URP GPU Resident Drawer for High-Entity Multiplayer IO Games with Fish-Networking](/unity-6-urp-gpu-resident-drawer-fish-net-high-entity-io) — How GPU-driven instancing hands main-thread time back to Fish-Net AOI, ticks, and entity swarms
- [Fish-Net NetworkTransform and Rigidbody Synchronization for Smooth Multiplayer Physics in Unity IO Games](/fish-net-networktransform-rigidbody-synchronization-io-games) — Tier your entities first: NetworkTransform passives, PredictionV2 actors, and kinematic hazards that stay smooth at IO scale
- [Cut Fish-Net Bandwidth Costs: Network LOD and Serialization for High-Entity Unity IO Games](/cut-fishnet-bandwidth-network-lod-serialization-io-games) — An egress-first playbook for distance-tiered sync and payload packing in dense browser IO worlds
- [Lag Compensation with Fish-Networking: Collider Rollback and Projectiles for Fair Multiplayer in Unity](/fishnet-lag-compensation-collider-rollback-projectiles-unity) — Fair hits for dense IO-style fat games—free accelerated projectiles and Pro rollback under real latency and WebGL budgets
- [Mass-Aware Interest Management for Browser Fat Games with Fish-Net and URP](/mass-aware-interest-management-fishnet-urp-browser-fat-games) — Scale observation radius and render culling with player growth—without blowing WebGL budgets
- [The Canary in the Digital Coal Mine: How GamerGate Redesigned the Real World](/the-canary-in-the-digital-coal-mine-how-gamergate-redesigned-the-real-world) — From a false breakup blog post to Bannon’s troll army: the ignored digital pipeline that rewired politics
- [Unity URP Shader Graph for Efficient Fat Game Visuals](/unity-urp-shader-graph-for-efficient-fat-game-visuals) — Practical recipes for lightweight stylized characters that stay performant on mobile and browser multiplayer
- [Fish-Net Object Pooling and Network Spawning Best Practices](/fish-net-object-pooling-and-network-spawning-best-practices) — Hands-on patterns for custom pools, predictive spawning, and GC-free high-CCU browser multiplayer
- [How Cheaters Ruined Multiplayer Gaming (It's Not Just the Money) — and Why Live Service Became Essential for Anti-Cheat](/how-cheaters-ruined-multiplayer-gaming-live-service-anti-cheat) — Player trust dies first—then revenue. Why server-authoritative live service became non-negotiable, and how Unity Fish-Net teams can build the same foundation.
- [Scaling Fish-Networking for High-Player Browser IO Experiences](/scaling-fish-networking-for-high-player-browser-io-experiences) — A hands-on browser-first playbook using multi-condition AOI, Bayou WebSockets, tick tuning, and multi-NetworkManager load balancing
