Breach Point is a scalable, fast-paced 5v5 Team Deathmatch (TDM) shooter built with the Unity Engine. It features server-authoritative architecture, real-time physics-based ballistics, and a responsive movement system designed for competitive play.
Breach Point was engineered to bridge the gap between arcade responsiveness and tactical depth. The project focuses on the technical challenges of multiplayer game development, including latency compensation, state synchronization, and optimized rendering pipelines.
- Dynamic Character Controller: Custom physics-based movement including sprinting, crouching, jumping, and precise Aim Down Sights (ADS).
- Ballistic System: Robust raycast weapon system with recoil patterns, muzzle flash effects, and impact decals.
- Health & Damage: Network-synced health management system handling damage application, armor reduction, and player death/respawn cycles.
- Lobby & Matchmaking: Full backend integration allowing players to host rooms, find matches, and sync loadouts before entering the game scene.
- State Synchronization: High-frequency network ticks ensure smooth movement interpolation and rotation updates for all connected clients.
- Game Loop Management: Automated match states (Warmup -> Match Start -> Gameplay -> Match End -> Scoreboard).
- Real-Time HUD: Displays health, ammo, crosshair dynamics, and match timer.
- Killfeed System: Event-driven UI updates broadcasting player eliminations in real-time.
- Scoreboard: Dynamic sorting of player stats (Kills/Deaths/Assists).
- Engine: Unity 2023 (Universal Render Pipeline - URP)
- Language: C#
- Networking: [Insert your solution: Unity Netcode for GameObjects (NGO) / Photon Fusion / Mirror]
- Architecture Pattern: Component-Based Architecture with Event-Driven UI.
- Object Pooling: Implemented a custom pooling system for bullets, impact effects, and sound sources to minimize Garbage Collection (GC) spikes and optimize memory usage during intense gunfights.
- Server-Authoritative Hit Detection: Damage calculations are validated on the server (host) to prevent cheating and ensure competitive integrity.
- Scriptable Objects: Used extensively for Weapon Data configuration (fire rate, damage, recoil), allowing for modular game design and easy balancing.
| Key | Action |
|---|---|
| W, A, S, D | Movement |
| Mouse | Look / Aim |
| L-Click | Fire |
| R-Click | Aim Down Sights (ADS) |
| R | Reload |
| Shift | Sprint |
| C | Crouch |
| Space | Jump |
| Tab | Scoreboard |
- Core Movement & Shooting Mechanics
- Basic TDM Game Loop & Scoring
- Multiplayer Lobby System
- Upcoming: Integration of Voice Chat (VoIP)
- Upcoming: Weapon Loadout Customization System
- Upcoming: Ranked Matchmaking Algorithm
Developed by [Your Name]
- Portfolio: [Link to your Portfolio/LinkedIn]
- GitHub: [Link to your GitHub Profile]
- Email: [Your Email Address]
This project is for educational and portfolio purposes.