👥 Up to 4 players online Solo project

Kitchen Caos

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.

Unity C# Netcode for GameObjects Relay Lobby
Overview

What the game is

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.

Players1–4, online
TeamSolo
EngineUnity 2022+ / C#
NetworkingNetcode for GameObjects
BackendUnity Relay & Lobby
Gameplay

Core systems

Cooking stations

Interactive cutting, frying, combining and plating systems, all synced in real time across the network.

Dynamic recipes

Recipe system powered by ScriptableObjects (CuttingObjectSO, FryingObjectSO), so new dishes don't require code changes.

Player interaction

Pickup, drop and combination logic for ingredients, with visual feedback at every step.

Delivery & scoring

DeliveryManager validates recipes and synchronizes success/fail events and scores across all clients.

Lobby system

Player color selection, ready/unready state and kick management before a match starts.

Progress tracking

Real-time visual feedback for every stage of a cooking action, in sync across all connected players.

Deep dive

Networking & architecture

An authoritative server-client architecture keeps every action synchronized without desync between players.

Reference

Core systems breakdown

KitchenGameManager
Handles game states: Waiting → Countdown → Playing → Game Over.
DeliveryManager
Validates recipes, tracks scores, synchronizes success/fail events.
Player
Manages movement, interactions, and object handling per client.
BaseCounter & Subclasses
Modular station system: Cutting, Stove, Plates, Clear.
KitchenObject
Core network object for all interactable items.
Lobby & Multiplayer
Lobby creation, joining, color selection, ready system.
SoundManager
Central audio hub reacting to gameplay events, with 3D spatial audio.
UI Systems
Lobby UI, character select, progress indicators, timer HUD.
Flow

How to play

Launch the game and connect to the lobby system.
Create or join a lobby (up to 4 players).
Select your character and press Ready.
Once all players are ready, the game begins.
Pick up ingredients, cook, combine, and deliver dishes before the timer runs out.
The player (or team) with the most successful recipes wins.
Tech stack

Built with

Engine
Unity 2022+
Language
C#
Networking
Netcode for GameObjects (NGO), Relay, Lobby Services
Input
Unity Input System (rebinding supported)
Data
ScriptableObjects
UI
Unity UI + TextMeshPro
Architecture
Event-driven, modular, network-synced
📦 Solo project, repository maintained by me. github.com/DarioCalderonTornero/Kitchen_Caos →