It should feel like Unity, not like netcode
Components, systems and a source generator that turns plain C# into a deterministic, rollback-ready multiplayer game — with the networking nowhere in sight.
The best SDK is the one you forget you’re using. Playband’s Unity binding is built so that writing multiplayer looks exactly like writing single-player: you author components as data and systems as logic, and the framework makes them deterministic and keeps every client in sync.
The source generator does the chores
Mark a struct as a component and the generator emits its serialization, registration and its slot in the rollback ring. Mark a field as input and it rides the ring automatically. There’s no manual wiring, no network code to write, and the default path stays byte-identical so you can trust what you shipped.
Editor-first
Authoring lives in the inspector with a real, low-friction workflow — physics is opt-in, entities are a flat list, and the things that should be one click are one click. The goal is simple: the multiplayer game is the gameplay, and nothing else.