# Unity Multiplayer Services with PurrNet

## Introduction

This guide covers how to integrate Unity 6's Multiplayer Services (Lobby, Relay, Matchmaker) with PurrNet using two community packages:

* **Purrnity Transport** - A transport adapter bridging PurrNet with Unity's Transport Package
* **PurrNet Multiplayer Services Handler** - A session management layer connecting Unity's Multiplayer Services to PurrNet

Together, these packages let you use Unity's matchmaking and relay infrastructure while keeping PurrNet as your networking framework.

## Requirements

* Unity 6.0+
* PurrNet
* Unity Transport 2.0+ (`com.unity.transport`)
* Multiplayer Services 1.1.0+ (`com.unity.services.multiplayer`)

## Installation

Install the packages via Unity Package Manager using Git URLs:

1. **Purrnity Transport**:

```
https://github.com/youngwoocho02/PurrnityTransport.git
```

2. **PurrNet Multiplayer Services Handler**:

```
https://github.com/youngwoocho02/PurrNetMultiplayerServicesHandler.git
```

## Setting Up the Transport

Add the `PurrnityTransport` component to your **NetworkManager** GameObject and assign it as the transport.

### Basic Connection (Direct UDP)

```csharp
// Server
transport.Listen(7777);

// Client
transport.Connect("127.0.0.1", 7777);
```

### Using Unity Relay

For NAT traversal, you can configure the transport to use Unity Relay:

```csharp
// Host - set relay server data before listening
transport.SetRelayServerData(relayServerData);
transport.Listen(0);

// Client - set relay join data before connecting
transport.SetRelayServerData(relayJoinData);
transport.Connect("0.0.0.0", 0);
```

### Encryption

Enable DTLS encryption for UDP or TLS for WebSocket connections:

```csharp
transport.SetServerSecrets(serverCertificate, serverPrivateKey);
```

## Session Management with Multiplayer Services Handler

The handler provides a high-level API for session-based multiplayer using Unity's services.

### Initializing

```csharp
using PurrNet.MultiplayerServices;

// Initialize Unity Services first
await UnityServices.InitializeAsync();
await AuthenticationService.Instance.SignInAnonymouslyAsync();
```

### Creating a Session

```csharp
var options = new SessionOptions()
    .WithPurrRelay()   // Use relay-based connection
    .WithMaxPlayers(4);

var session = await MultiplayerService.Instance.CreateSessionAsync(options);
```

### Joining a Session

```csharp
// Join by session ID
var session = await MultiplayerService.Instance.JoinSessionByIdAsync(sessionId);

// Join by code
var session = await MultiplayerService.Instance.JoinSessionByCodeAsync(sessionCode);

// Quick match
var options = new QuickJoinOptions();
var session = await MultiplayerService.Instance.QuickJoinSessionAsync(options);
```

### Direct P2P Connection

```csharp
var options = new SessionOptions()
    .WithPurrDirect()   // Use direct P2P connection
    .WithMaxPlayers(4);

var session = await MultiplayerService.Instance.CreateSessionAsync(options);
```

## Resources

{% embed url="<https://github.com/youngwoocho02/PurrnityTransport>" %}

{% embed url="<https://github.com/youngwoocho02/PurrNetMultiplayerServicesHandler>" %}
