Multiplayer Stp Survival Template Pro V1.3.4.un... May 2026
Tests conducted on a Ryzen 5 5600X, 32GB RAM, 100Mbps upload with 32 simulated clients:
| Metric | v1.3.3 | v1.3.4 | Improvement | |--------|--------|--------|--------------| | Server CPU (idle, 32 players) | 38% | 21% | 44.7% | | Bandwidth per player (upstream) | 56 KB/s | 32 KB/s | 42.8% | | Crafting UI latency (p99) | 210ms | 85ms | 59.5% | | NPC pathfinding casts/frame | 12 | 4 (burst-compiled) | 66% |
The update’s switch to Jobs + Burst for NPC line-of-sight checks is the headline improvement. Multiplayer STP Survival Template PRO v1.3.4.un...
All Canvas elements are under STP/UI/. The template uses a UXML-like style sheet (UI Toolkit for menus, legacy IMGUI for HUD). Replace the SurvivalTheme palette in Resources/ColorPalette.asset.
Previous versions relied on client-side prediction for item movement, leading to duplication exploits. v1.3.4 introduces a double-validation system where every stack split, drop, and craft request is verified by the server. Latency masking is handled via a "ghost item" UI layer. Tests conducted on a Ryzen 5 5600X, 32GB
Version: 1.3.4 Category: Game Template / Asset Genre: Survival / Multiplayer
Even with v1.3.4, developers run into issues: All Canvas elements are under STP/UI/
Problem: "Clients see other players stuttering."
Solution: Increase snapshotInterval in Network Manager to 0.033 (30Hz). Also ensure Interpolation is enabled in the NetworkTransform child component.
Problem: "I can't place building foundations on uneven terrain."
Solution: The template includes a GroundSnapper script. Edit MaxAngle = 30 degrees in BuildingSystem.cs. For steeper hills, set AllowClipping = true (risks exploits).
Problem: "Items duplicate when reconnecting after death."
Solution: This is a known edge case in v1.3.4. Hotfix: in PlayerLoot.SaveInventory(), call ClearSaveOnDeath() before saving the new state. Patch available on the developer’s Discord.
Unlike full DOTS (Data-Oriented Technology Stack), STP uses a hybrid approach:
