
Closed
Posted
Paid on delivery
I have a fully-playable first-person shooter built in Unity that currently runs in single-player across 2 maps. I now need the multiplayer layer put in place using Photon Fusion Here’s what I’m after: • Enable online play on all three maps, wiring everything through a client-hosted, peer-to-peer flow. Players should be able to create or join rooms, see a simple connection / lobby screen, and jump straight into a match. • Ship three game modes using PUN’s matchmaking API: 1 vs 1 duels, team-vs-team battles, and a free-for-all option. The mode selector should appear in the lobby UI and persist the choice when the match starts. • Adapt or extend the existing UI so that health, ammo, scoreboards, and the new lobby screens feel cohesive with the current style. • The player can already summon two AI minions in battle. I need two additional minion types implemented, fully network-synced so that all clients see them spawn, move, attack, and despawn consistently. Acceptance check will be simple: start the build, create a room, invite another tester, run each game mode on every map, spawn all four minion types, and confirm stable sync with no disconnects through a five-minute session. I’ll supply the current Unity project, art, sounds, and prefabs. You bring strong PUN know-how, clean C# practices, and a clear plan for testing. If this sounds like a quick win for you, let’s talk dates and milestones so we can push the update live.
Project ID: 40744301
80 proposals
Remote project
Active 17 hours ago
Set your budget and timeframe
Get paid for your work
Outline your proposal
It's free to sign up and bid on jobs
80 freelancers are bidding on average $170 USD for this job

Hello, I have carefully reviewed your requirements for adding multiplayer to your existing Unity FPS using Photon Fusion. With 9+ years of game development experience and 200+ successfully delivered games, I will implement stable client-hosted multiplayer across all maps with matchmaking, game modes, synchronized minions and cohesive UI. You will get: 1. Photon Fusion multiplayer integration 2. Room creation/joining and lobby UI 3. 1v1, team-vs-team and FFA modes 4. Multiplayer support across all maps 5. Network-synced player combat and gameplay 6. Two additional fully synchronized minion types 7. Health, ammo and scoreboard UI 8. Connection and session stability testing 9. Clean C# implementation and documentation 10. Completed NDA & IP agreement I will test every mode and map with all four minion types against your five-minute stability criteria. Available to start immediately. Come inbox & let’s get started. Best regards, Sohaib Pasn Games
$140 USD in 7 days
6.8
6.8

Hi, I understand you have a working Unity FPS and need reliable multiplayer added across all three maps. I will connect the project with Photon Fusion, set up room creation and joining, and build a clear lobby flow for quick match entry. The selected mode will carry into the match for duels, team battles, and free-for-all games. I will update the existing UI for health, ammo, scores, and lobby screens without losing its current style. I will also add the two new minion types and make sure all four types spawn, move, attack, and despawn correctly for every connected player. My C# Programming approach will keep the network logic clean, while the API setup and Unity 3D testing will focus on stable client-hosted sessions. I will test every mode on every map, including room flow, minion syncing, and the full five-minute multiplayer check. Which Photon setup should be used for the final build: Photon Fusion networking, or the existing PUN matchmaking API? Please share the current Unity and Photon versions, plus the existing networking or minion scripts, so I can plan the work accurately. Thanks
$250 USD in 19 days
6.5
6.5

Hi, your FPS already has the gameplay foundation, so the key challenge now is adding a reliable multiplayer layer without disrupting the existing single-player systems. That’s exactly where I can help. I can integrate the Photon networking layer, add room creation/joining and lobby flow, and implement 1v1, team-vs-team, and free-for-all modes across all maps. I’ll also network the existing player systems and implement the two additional minion types with synchronized spawning, movement, attacks, health, and despawning. I’ll keep the C# architecture clean and test multiplayer stability across every map and mode, including the five-minute session acceptance test. I’ll also update the lobby, health, ammo, and scoreboard UI to match your current style. One point I’d like to confirm: the brief mentions both Photon Fusion and PUN matchmaking. Which Photon solution is currently integrated in the project? Regards, Muhammad Asad Ali
$120 USD in 7 days
6.0
6.0

Hi, I can add the multiplayer layer and integrate your existing FPS systems across all three maps. I’ll set up rooms/lobby flow, mode selection, 1v1, team battles, FFA, synchronized player stats, scoreboards, and the two new networked minion types. One important clarification: Photon Fusion and PUN use different APIs, so we should choose one before development. For a new project, I recommend Fusion for better state synchronization and host migration options. I’ll provide milestone builds, testing documentation, and clean C# integration. Regards, Bilal
$140 USD in 7 days
4.8
4.8

Hello, After reviewing your requirements, I understand the main challenge is adding multiplayer without disrupting the FPS systems that are already working, especially player state, game modes, and AI minion synchronization. I have experience with Unity, C#, multiplayer game architecture, Photon networking, RPC/state synchronization, matchmaking, and networked AI. I would first audit the existing player, weapon, health, and AI controllers, then add the room/lobby flow and synchronize match state across all maps. I’d implement 1v1, team battles, and FFA with authoritative handling for health, ammo, scoring, and minion spawning/movement/attacks, followed by multi-client testing for disconnects and desync. One detail I’d like to confirm before starting: • You mention Photon Fusion initially but PUN matchmaking later. Do you want the project implemented entirely with Fusion, or is the existing project already using PUN? I can work with your current prefabs and UI style and structure the networking code cleanly for future expansion. Best regards, Carlos
$140 USD in 7 days
4.3
4.3

Hi, we can add the complete Photon Fusion multiplayer layer to your existing Unity FPS, including room/lobby flow, 1v1, team-vs-team and FFA modes, synchronized player gameplay, UI updates, and all four networked minion types. We’ll follow clean C# architecture and thoroughly test every mode across all maps, including a 5-minute stability/sync test. We can review the existing project and propose clear milestones and timeline.
$140 USD in 7 days
4.4
4.4

Hey, The key challenge is adding reliable multiplayer to the existing Unity FPS without disrupting the current gameplay, UI, maps, or AI systems. I can handle the Photon Fusion networking layer, room creation/join flow, lobby UI, all three game modes, player synchronization, and the two additional networked minion types. I’ll structure the implementation cleanly in C#, keeping networking logic modular and making sure spawning, movement, combat, health, ammo, scoring, and despawning remain synchronized across clients. I’ll also test each mode across all maps against your five-minute stability criteria. Could you please clarify whether the existing project is already using any Photon SDK or networking framework, or is this currently 100% single-player? Best Regards, Gridsmith LTD
$30 USD in 1 day
3.9
3.9

Hello, Your Unity FPS already has a playable single-player foundation, and the main challenge is adding reliable multiplayer across three maps without disrupting the existing combat, UI, or AI minion behavior. The acceptance flow is clear: room creation, matchmaking, all modes, synchronized minions, and a stable five-minute session. I will integrate the networking layer with clean C# architecture, client-hosted room flow, lobby and mode selection, synchronized player combat, scoreboards, health, ammo, and all four minion types. I will also verify the Fusion and PUN matchmaking requirements carefully so the selected approach remains consistent and testable. Similar work includes multiplayer-ready gameplay systems, Unity-style real-time synchronization, AI entities, match state handling, and cohesive interface updates. I focus on authoritative state flow, spawn and despawn consistency, reconnect-safe transitions, and practical debugging during playtests. I can deliver the first complete working milestone within 7 days, including implementation, testing across every map and mode, and concise setup notes for your supplied project. The result will be maintainable, testable, and ready for your acceptance session. Best regards, Bohdan
$250 USD in 7 days
3.9
3.9

Hello, I understand you already have a playable Unity FPS and need the multiplayer layer added without disrupting the existing maps, gameplay, or UI style. I can integrate the Photon networking flow for room creation/joining, lobby UI, map transitions, and the three requested game modes. I’ll keep the selected mode synchronized from lobby to match and ensure health, ammo, scoring, and player state remain consistent for every client. For the AI minions, I’ll implement the two new types with proper network spawning, movement, attacks, and despawning so all connected players receive the same gameplay state. I’ll also test all modes across all maps, including repeated room joins and a five-minute stability session. I’ll work carefully with your existing prefabs and C# structure, keeping the implementation clean and maintainable. Looking forward to working with you. Thanks
$99 USD in 1 day
3.8
3.8

Your project sounds exciting, but adding multiplayer can be tricky. If not done right, it can lead to frustrating experiences for players, like lag or connection issues. I understand the importance of smooth gameplay and seamless integration. I would set up Photon Fusion to enable online play across all three maps. This means creating a reliable lobby system where players can easily join or host games. I’d ensure your game modes are integrated well, with the mode selector in the lobby UI and consistent functionality throughout. Adapting the UI to match your current style is also crucial for a cohesive experience. I’m all about collaboration and feedback, so I’ll work with you until everything feels just right. Could you share more about your timeline for this update? Also, do you have any existing assets for the lobby UI that you'd like to use?
$100 USD in 7 days
3.6
3.6

Hi, Bojan here, from Serbia. What matters most in building your AI cybersecurity chatbot with 13 platforms is answers people can trust, at a running cost that stays predictable. I'm a senior AI developer with 8+ years of experience working with AI Chatbot and AI Automation. For your AI cybersecurity chatbot, the real challenge is wrong answers and prompt injection. A common issue: launching without guardrails or a test set, so nobody knows how often it is wrong. My plan: first, collect real examples and write down the expected result for each. Then, build the LLM pipeline with guardrails and logging. Finally, score it against those examples and tune it before launch. I'd start with the core assistant and its test set as phase one. I've done AI work before, so I check early for wrong answers and prompt injection. A few questions to better understand the scope: 1. Do your documents change often? Then I set up automatic re-indexing, so answers never go stale. 2. Start with a hosted model API, not self-hosting? I'd recommend it, you test quality first and can switch later. 3. Do users write in more than one language? I test answers in each language, quality often drops outside English. I can start right away. Happy to go over the details here in chat and suggest the best approach. Looking forward to hearing from you, Bojan
$250 USD in 2 days
4.1
4.1

Hello, I can add the multiplayer layer in Unity with clean C# networking, room creation and joining, lobby flow, mode selection, synchronized combat stats, scoreboards, and networked minions. One important detail first: the brief mentions Photon Fusion but later asks for PUN matchmaking. These are different Photon systems, so I would confirm which package is already installed and keep the whole project on one networking stack. If it is Fusion, I’ll use Host Mode and Fusion sessions for the client-hosted flow. My approach is to first network the existing player controller, weapons, health, ammo, spawning, and map loading. Then I’ll build 1v1, team battle, and free-for-all rules around one reusable match controller. The two new minions will use authority-controlled spawning and state sync, so clients don’t see duplicate attacks, drifting movement, or stuck objects. I’ll also check the map count, since the intro says two maps while acceptance asks for three. Testing will cover every mode and map with two builds, repeated joins, minion spawning, disconnect handling, and five-minute stability runs. I can deliver this in milestones and provide a tested build plus readable source changes.
$200 USD in 10 days
3.3
3.3

Hey, Just finished adding a Photon Fusion multiplayer layer to a Unity FPS – all maps, real‑time sync, and a lobby with matchmaking, all with no drop‑outs. I’m the perfect fit for your project. I’ll wire client‑hosted P2P, implement 1v1, team‑vs‑team, and FFA modes via PUN’s matchmaking API, and integrate cohesive UI for health, ammo, scoreboards, and lobby screens. Two new minion types will spawn, move, and attack in perfect sync across all clients. I bring clean C# practices, robust network sync, and a proven testing pipeline. Multiple 5‑star reviews on Unity multiplayer and Photon projects back my work. Let’s hop on a quick call—if not, I’ll drop you a free consultation with solid ideas. Chris | Lead Developer | Novatech
$250 USD in 7 days
4.2
4.2

Dear Client, I can help add the multiplayer layer to your existing Unity FPS and keep the implementation clean, testable, and easy to extend. My background includes 17+ years in software engineering, C#, .NET, real-time systems, APIs, debugging, and production application architecture. Pasted text I’d first review the current player controller, weapon logic, map flow, AI minions, and UI, then define authoritative ownership and synchronization rules before networking gameplay. The scope would cover room create/join flow, lobby and mode selection, synchronized spawning, health/ammo/score state, 1v1, team-vs-team, free-for-all, and networked behavior for all four minion types. One point I’d resolve immediately is the networking stack: your brief mentions Photon Fusion but later references PUN matchmaking APIs. I’d standardize the implementation on the Photon product you want to keep long term and avoid mixing incompatible patterns. I have extensive C# experience plus real-time/event-driven work using SignalR and RabbitMQ, and I’m comfortable with state synchronization, failure handling, and structured testing. Pasted text I’d validate every mode on every map with two clients, repeated minion spawning, reconnect/error cases, and a sustained session before handoff. Best, Vadim
$150 USD in 3 days
3.1
3.1

The multiplayer layer can be added cleanly without rebuilding the existing single-player FPS, but I’d first resolve one important point in the brief: you mention Photon Fusion for networking, while the game-mode requirement refers to PUN’s matchmaking API. I’d confirm which Photon stack the current project is already using and keep the implementation consistent with it. My approach would be to build the multiplayer layer around the existing player, weapon, map, and AI systems rather than duplicating gameplay logic. The implementation would cover: Room creation/join flow and a simple lobby/connection UI 1v1, team-vs-team, and free-for-all mode selection Mode persistence from lobby into the match Networked player movement, combat, health, ammo and scoring Existing UI extended for multiplayer requirements All three maps configured for multiplayer Two additional minion types with synchronized spawn, movement, attacks and despawning Proper ownership/state handling so all clients see consistent gameplay Connection/disconnection and basic recovery handling
$200 USD in 7 days
2.7
2.7

Hi there, Your FPS multiplayer upgrade is exactly the kind of project I handle. You need Photon Fusion, PUN matchmaking, and network-synced AI minions — here's how I'd approach it. Multiplayer core: I'll wire Photon Fusion in client-hosted P2P mode, replacing your single-player loop with a NetworkRunner. Room creation/join, a connection/lobby screen, and map selection across all three maps will flow into a shared session. I'll reuse your existing prefabs and art so the new lobby feels native, not bolted on. Game modes: Using PUN's matchmaking, I'll implement 1v1, team-vs-team, and free-for-all. The selector sits in the lobby UI and the chosen mode persists into the match via a networked game-state object. Networked minions: Your two existing minions get a NetworkObject/NetworkTransform treatment. The two new minion types will spawn, path, attack, and despawn through server-authoritative RPCs so every client sees identical state. I'll use Fusion's interest management to keep bandwidth lean. Testing plan: Host + client on separate machines, run each mode on every map, spawn all four minion types, and log a continuous five-minute session checking for desyncs and disconnects — your acceptance criteria, verified before handoff. I have deep Unity C# and Fusion/PUN experience, plus clean Git workflow. Ready to start this week — let's lock dates and get your update live.
$150 USD in 7 days
2.5
2.5

Hi there, Your project "Photon Fusion Unity FPS Multiplayer project" instantly caught my attention — it's exactly the kind of work we love to take on. My goal isn’t simply to finish the task, but to give you real, lasting value for every bit you invest in it. From your brief I can see this involves ai — all areas we handle in-house. We specialise in Game Design, C# Programming, 3D Modelling, Unity 3D, which lines up directly with what you need. How we'd approach it: - Clarify the use-case, inputs and the exact output you expect - Build and integrate the model / automation pipeline - Evaluate accuracy and tune against real examples - Deploy with monitoring and a clear handover I also noted you don’t need disconnects through a five-minute session — that’s clear, and I’ll keep the work clean and strictly on-brief. I’ll fold in your feedback fast and keep refining until the result feels exactly right to you. Send over any references you have and I’ll come back with a clear plan and milestones. Best regards, FreeLancers360 Let’s connect in chat and get started — message me anytime and I’ll reply right away!
$30 USD in 7 days
2.7
2.7

Hi, starting with your existing Unity project and the single player setup, since the multiplayer layer has to fit how your player, minions and maps already behave. Getting rooms, three game modes and four network synced minion types running across all maps without desync is the goal. Previously I worked on Unity multiplayer where minion spawning and movement had to be authoritative on the host, since client side spawning is where desync and duplicate minions creep in. One thing I have to flag, because it changes the plan. Your brief says Photon Fusion in the title and description, then asks for PUN's matchmaking API. Those are two different products with different networking models, and Fusion does not use PUN's matchmaking. I need to know which licence you hold, since the implementation differs and I would not want to build against the wrong one. Assuming Fusion, I would wire the NetworkRunner, build the lobby and mode selector, then sync the minions and test each mode on every map with a second client. Confident I can deliver high quality results within your deadline if awarded. Talk soon.
$250 USD in 7 days
2.8
2.8

As an experienced developer and a dedicated member of a full-service IT solutions team, I have a comprehensive understanding of game design and development, with Unity as one of my key specialties. I'm confident that my keen understanding of the Photon Unity Networking (PUN) system and its associated APIs will be invaluable in enabling seamless online multiplayer gameplay for your Photon Fusion Unity FPS project. Throughout my 9+ years in the industry, I have honed not only my technical skills but also my ability to adapt and extend existing systems, ensuring that new features are seamlessly integrated while maintaining a consistent user experience. Given my strong command over C# practices and proficiency in Unity 3D, I believe I can effectively implement the 1 vs 1 duels, team-vs-team battles, and free-for-all options you require for your game whilst syncing time-sensitive points like health, ammo and scores accurately across all clients. Moreover, I am genuinely excited about this project because it resonates with what I love most about programming - turning ideas into reality. Just like you, I aim for prompt delivery without compromising quality. With me on board, not only are you guaranteed robust PUN functionalities but also the provision of a definitive test plan to ensure stable syncs during gameplay. Let's realize your vision for this game together!
$140 USD in 7 days
2.1
2.1

Hi, I’d standardize the multiplayer layer on Photon Fusion first, because Fusion and PUN use different networking/matchmaking APIs. I’d build room create/join flow, lobby mode selection, map loading, player spawning, score/state sync, and host-authoritative combat around Fusion sessions. I’d network health, ammo, kills, respawns, and the four minion types using NetworkObjects, NetworkVariables, RPCs, and host-side AI authority so every client sees identical spawn, movement, attacks, and despawn events. I’d also adapt the existing UI for lobby, connection state, scoreboards, and mode persistence. Testing would cover all maps, 1v1, team modes, FFA, reconnect/session stability, and repeated minion spawning. I can work any time zone what you want. I am ready to start the project right away. Best regards, Pavle
$151 USD in 5 days
1.0
1.0

Jonesboro, United States
Payment method verified
Member since Aug 2, 2025
$30-250 USD
$250-750 USD
$250-750 USD
min $50 USD / hour
$10-1000 USD
$250-750 AUD
₹1500-12500 INR
$10-30 USD
₹12500-37500 INR
₹1500-12500 INR
£10-15 GBP / hour
$30-250 USD
₹400-750 INR / hour
$30-250 CAD
min $50 AUD / hour
€6-12 EUR / hour
$10-30 USD
$10-30 USD
€8-30 EUR
₹37500-75000 INR
$250-750 USD
$10-50 USD
$10-30 USD
min $50 AUD / hour
$80-240 HKD