A fully networked multiplayer cooking game where up to 4 players cook, cut, fry and deliver recipes in real time. Built solo with Unity Netcode for GameObjects.
Kitchen Caos is a multiplayer cooking simulation built in Unity (C#) that combines advanced networking, clean architecture and reactive gameplay design. Players join online lobbies, select their characters, and enter a fast-paced kitchen where they must cook, cut, fry and deliver dishes to win.
The project demonstrates professional-level usage of Unity Netcode for GameObjects, Relay & Lobby services, and a modular, object-oriented gameplay architecture — built entirely solo.
Interactive cutting, frying, combining and plating systems, all synced in real time across the network.
Recipe system powered by ScriptableObjects (CuttingObjectSO, FryingObjectSO), so new dishes don't require code changes.
Pickup, drop and combination logic for ingredients, with visual feedback at every step.
DeliveryManager validates recipes and synchronizes success/fail events and scores across all clients.
Player color selection, ready/unready state and kick management before a match starts.
Real-time visual feedback for every stage of a cooking action, in sync across all connected players.
An authoritative server-client architecture keeps every action synchronized without desync between players.
ServerRpc and ClientRpc, with the server as the single source of truth.KitchenObject and KitchenGameManager, with automatic player spawning on scene load via Netcode's SceneManager events.KitchenObjectParent keeps ingredient ownership consistent across the network as items move between counters and players.IKitchenObject, IHasProgress) for fully decoupled gameplay systems.