Hi , I was wondering that unity sdk uses udp or tcp for real time multiplayer? And for lag and interpolation and client side prediction should we implement them for ourselves or you have done it default?
currently nakama can use REST or gRPC and Webosckets, all run over HTTP. It should be possible to use HTTP/3 with QUICK (UDP), additional testing is required to find out if it has any positive effect.
Generally fast paced authoritative multiplayer is better fit for dedicated servers, with Nakama used to implement other subsystems, such as matchmaking, leaderboards, chat, etc.