Core RPG handbook · Development build / version notes
Documentation / Tile Tick Core RPG / Programmer
Architecture & Runtime Flow
Understand the framework boundaries, authority model, composition, and runtime lifecycle before changing code.
On this page
The framework has one gameplay architecture for dedicated server, host, and remote clients. The server owns truth, shared services own rules, NGO bridges carry requests and replication, and scene presentation binds only to the locally owned player.
Layer model#
| Layer | Responsibility | Examples |
|---|---|---|
| Tile Tick Movement | Gameplay clock, grids, tile coordinates, pathfinding, motor | TickManager, GridManager, TilePathService, MovementMotor |
| Core RPG runtime | Transport-agnostic RPG state and rules | UnitCombat, UnitSkills, SimpleInventory, UnitEquipment, CombatFormulaService |
| Multiplayer authority | Request validation, ownership, replication, spawn/readiness | NetworkBootstrap, NetworkPlayer, ServerInteractionPipeline |
| Persistence | Capture/restore modules and storage lifecycle | SaveCoordinator, IPlayerSaveModule, ServerCharacterPersistence |
| Client presentation | Input, UI, camera, interpolation, VFX, sound | LocalPlayerPresentationBinder, LocalPlayerContext, HUD/panels |
| Editor/data | Designer authoring and stable definitions | ScriptableObjects and Core RPG Hub databases/editors |
Runtime lifecycle#
Composition over global lookups#
PlayerComposition is the network-prefab composition bridge. The player prefab is expected to contain NetworkObject, NetworkPlayer, and PlayerComposition. Server-only authority dependencies are injected during spawn; owner/client presentation dependencies bind after ownership and readiness.
Exactly-once services#
- One
NetworkManager/NetworkBootstrap. - One authoritative
TickManagerper gameplay world. - One shared grid/path service set.
- One
NetworkPlayerSpawnerper network session. - One
LocalPlayerPresentationBinderper client gameplay composition. - One
AudioManager; it self-creates and rejects duplicates.
Namespace map#
| Root | Use |
|---|---|
GreenCloakGames.TileTickMovement | Tick, grid, pathfinding and movement foundation. |
GreenCloakGames.TileTickRPGCore | Core runtime systems, data definitions, UI and saving. |
GreenCloakGames.TileTickRPGCore.Multiplayer | Transport-agnostic multiplayer contracts/configuration. |
GreenCloakGames.TileTickRPGCore.Multiplayer.NGO | Netcode for GameObjects bridges and replication. |
