8Ball Multiplayer Kit(Deterministic physics)
Asset description
8 Ball Multiplayer Billiards Template is a complete Unity starter project for building a polished 8-ball pool game. It includes playable VS AI and online 1v1 modes, deterministic billiards physics, cue aiming, spin control, ball-in-hand handling, match flow, UI panels, table/ball assets, and configurable gameplay tuning. The template is designed for developers who want more than a visual prototype. Core gameplay systems are already separated into physics, rules, AI, networking, UI, and configuration modules, making it easier to customize the table feel, expand game modes, reskin the interface, or integrate the project into a larger product. This template uses Unity Multiplayer Services and Netcode for GameObjects , so it can run without any third-party networking libraries. Because the physics is deterministic, the game only needs to synchronize the cue shot data.This also makes it easy to rewrite the multiplayer logic for another networking engine if needed. Included systems: Deterministic fixed-point billiards simulation using custom Fix64 math Custom DeterministicBilliardsWorld for shot simulation, collision resolution, pocket events, snapshots, and state hashing Configurable physics parameters through DefaultBilliardGameConfig 8-ball match state, foul handling, turn switching, ball-in-hand, group assignment, and win resolution AI shot planner with Low, Medium, and High difficulty profiles Online 1v1 flow using Unity Services sessions, Relay-backed networking, anonymous sign-in, and Netcode custom messages Local aim, remote aim sync, shot authorization, shot prediction, and authoritative shot result handling UI panels for login, main gameplay, aiming/spin, pause, loading, and results Prefabs, materials, ball textures, table visuals, shaders, and UI textures EditMode tests covering deterministic physics, rules, AI planning, online validation, and runtime configuration Online mode requires a linked Unity Cloud Project with the relevant Unity Gaming Services enabled and configured. No dedicated server is included; the project uses client-hosted online matches through Unity Services and Relay.