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Master Server Toolkit (MST) is a modular Unity framework for multiplayer backend infrastructure. It provides the reusable systems needed to connect clients, authenticate players, persist profiles, register game rooms, start dedicated server processes, form lobbies, match players, exchange chat messages, collect analytics, and integrate external game platforms.
MST is not a complete gameplay server. Movement, combat, game rules, economy policy, and live state synchronization remain the responsibility of the integrating game and its networking framework.
MST5 is under active development and currently targets Unity 2022.3.62f3. Master, client, room, and spawner builds should use the same MST revision.
flowchart LR
Platform["Game platform"] --> Bridge["Game Service Bridge"]
Bridge --> Client["Game client"]
Client -->|"MST WebSocket API"| Master["Master server"]
Client <-->|"Game networking"| Room["Room server"]
Room -->|"Trusted MST connection"| Master
Spawner["Spawner"] -->|"Trusted MST connection"| Master
Spawner -->|"Starts and supervises"| Room
Master --> Database["Database bridge"]
Dashboard["Dashboard / HTTP API"] --> Master
- Getting Started builds and runs the smallest working client/master example.
- Architecture explains process roles, authority, networking, and module ownership.
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Configuration documents
application.cfg, command-line arguments, environment variables, and config imports. - Modules is the map of built-in master-server functionality.
- Security and Permissions explains trusted connections, permission keys, credentials, TLS, and the security key ring.
- Database Bridges covers LiteDB, MongoDB, and SQL providers through SqlSugar.
- Game Service Bridge covers Editor, desktop, browser, and platform services.
- Deployment provides the production process and configuration checklist.
- Testing describes automated and integration verification.
- Troubleshooting lists the most common failure modes.
| Area | Capabilities |
|---|---|
| Authentication | Registration, login, guest and token sessions, password recovery, email confirmation, platform bindings, duplicate-session handling, and account blocking |
| Profiles | Observable properties, master/client/room synchronization, queued persistence, and explicit save confirmation |
| Rooms and spawners | Room registration, access tokens, listings, process allocation, startup, shutdown, watchdogs, and capacity control |
| Lobbies and matchmaking | Lobby factories, teams, ready state, lobby chat, room spawning, public game queries, and region queries |
| Social | Chat channels, direct messages, membership, invitations, bans, notifications, and groups |
| Game services | Achievements, leaderboards, quests, analytics, censoring, and remote configuration |
| Administration | HTTP server, dashboard controllers, logging, SMTP, localization, and command terminal tools |
The Wiki explains complete workflows. Detailed ownership, lifecycle, Inspector settings, and failure behavior are documented beside the implementation:
Master Server Toolkit 5 documentation | Repository | Issues