Telos is a competitive multiplayer game and now multiple players can actually connect to each other. It would have been much quicker to go with Unity’s networking or some other middleware, but I didn’t want to commit to a third party solution that could potentially cause issues down the road. I’ve written a custom networking layer loosely inspired by Quake 3’s snapshot system. Source: http://www.moddb.com/news/telo…deo-update-002-networking