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Getting Started
This guide verifies the complete MST socket path with the smallest included demo. Complete this flow before configuring authentication, profiles, rooms, or external platforms.
- Unity 2022.3.62f3
- Git
- Git LFS
- A supported desktop build target for the master-server process
Install Git LFS before cloning so binary dependencies are downloaded correctly:
git lfs install
git clone https://github.com/aevien/master-server-toolkit.gitOpen the cloned directory as a Unity project and allow the initial import to finish. Do not mix the
Assets/MasterServerToolkit folder from one revision with project settings or builds from another.
In Unity, run:
Tools > Master Server Toolkit > Build > Demos > Basic Connection > All
The builder creates matching master and client builds and writes their application.cfg files.
Start the processes in this order:
Builds/BasicConnection/MasterServer/MasterServer.exeBuilds/BasicConnection/Client/Client.exe
The master must begin listening before the client attempts to connect. The client should establish the MST connection without permission, protocol-version, or timeout errors.
The Basic Connection demo verifies:
- both builds use compatible packet and security contracts;
- the master socket can bind to its configured address and port;
- the client can reach that endpoint;
- the initial permission challenge completes;
- request and response packets can travel in both directions.
It does not verify a database, account flow, room process, game networking framework, TLS termination, or a browser platform SDK.
Use the included demos in this order:
-
BasicAuthorizationfor registration and login. -
BasicProfilesfor observable player data and persistence. -
BasicChatfor channels and messages. -
BasicRoomsAndLobbiesfor room registration, lobbies, and a game networking bridge. -
BasicWorldsfor persistent world/room flows.
Demo code is intentionally small and scene-oriented. Treat it as integration guidance, not as production authority policy.
- Decide which process owns each piece of state.
- Choose one database provider for each required accessor interface.
- Choose a game networking framework for live room gameplay.
- Keep master, client, room, and spawner binaries on the same MST revision.
- Start with local non-secure connections, then configure production TLS separately.
Continue with Architecture and Configuration.
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