Skip to content

Getting Started

aevien@hotmail.com edited this page Aug 25, 2026 · 1 revision

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.

Requirements

  • Unity 2022.3.62f3
  • Git
  • Git LFS
  • A supported desktop build target for the master-server process

Clone the Repository

Install Git LFS before cloning so binary dependencies are downloaded correctly:

git lfs install
git clone https://github.com/aevien/master-server-toolkit.git

Open 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.

Build the Basic Connection Demo

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:

  1. Builds/BasicConnection/MasterServer/MasterServer.exe
  2. Builds/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.

What This Proves

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.

Next Demos

Use the included demos in this order:

  1. BasicAuthorization for registration and login.
  2. BasicProfiles for observable player data and persistence.
  3. BasicChat for channels and messages.
  4. BasicRoomsAndLobbies for room registration, lobbies, and a game networking bridge.
  5. BasicWorlds for persistent world/room flows.

Demo code is intentionally small and scene-oriented. Treat it as integration guidance, not as production authority policy.

Before Integrating MST Into a Game

  • 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.

Clone this wiki locally