PurrChat (AI assistant)
Community Project by Neotime - Your AI copilot for PurrNet. Built on official docs and source code. Free plan for life.

Netcode is the hardest part of game dev. PurrChat makes it simpler.
You’ve been there: stuck in the docs, posting in the discord, experimenting for hours just to figure out one detail. Or maybe you’re deep into PurrDiction, fighting jittery movement, rollback bugs, and trying to understand what belongs in state and what doesn’t.
What if instead you could just ask? Always available. Always grounded in the official docs and real source code. With PurrChat, those hours of guesswork become minutes of clear, source-backed answers.
👉 Built on the official PurrNet documentation and real PurrNet/PurrDiction source code.
Why developers choose PurrChat
Really understands PurrNet and what you're trying to achieve: connected to the official docs and source code.
Answers like the PurrNet creators would give you: connected to verified & professional source code.
Aligned with best practices shared by PurrNet purrgrammers.
No rabbit holes: precise answers only from reliable sources — no guesswork.
How PurrChat helps
“Netcode is hard.” PurrChat turns vague theory into clear, working patterns.
Server vs client authority? Understand trade-offs and when to use each.
Prediction headaches? Get structured controllers that reduce input latency the right way.
Smooth owners, jittery others? Fix interpolation and prediction mismatches in minutes.
Rollback nightmares? Separate visuals from deterministic state with confidence.
Practical flows. From creating lobbies to scene switching, guided setups with pitfalls explained.
Focus on what really matters
PurrNet is only a tool. What you really want is to craft and release your game. Don’t waste sprints on rewrites, debugging, or hunting through docs. PurrChat gives you the clarity to move fast and build the multiplayer game you imagined.
Get started
Open PurrChat and sign in.
Ask your PurrNet question (or paste a C# snippet).
Get your answer — clear, cited, and ready to use.
Don't lose more hours to searching, debugging, or experimenting. Focus on what matters most: crafting and releasing your game. Start today.
Questions or support? Join our Discord: https://discord.gg/NP9tP9Qx9R
Ready-to-ask prompts
“Explain server authority vs client authority in PurrNet. Which should I use for [my mechanic], and why?”
“Create a minimal client-side prediction controller for [movement], with Simulate() logic and UpdateView() visuals.”
“Owned player is smooth; non-owned players jitter. Show me the correct view/interpolation setup and where I likely went wrong.”
“Observed players rollback when I use prediction. Audit my state vs view responsibilities and fix the rollback cause.”
“What belongs in my predicted state for a melee combo system? What must stay out (and where do I put it)?”
“How do I build a lobby with the Lobby System and then move players into a game scene?”
“Why is my async RPC not returning on the client? Show the correct async RPC pattern with return values.”
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