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Technology

The development of JunkRats relies on a combination of industry-standard tools and custom-built systems.
These technologies support the game's rendering, networking, character systems, and asset creation pipeline.


Game Engine

Unity

Unity is the primary game engine used to develop JunkRats.

It provides the core runtime responsible for rendering, physics simulation, scene management, and gameplay scripting.

Key responsibilities

  • Real-time rendering
  • Scene management
  • Physics simulation
  • Gameplay scripting
  • Editor tooling

Networking

FishNet

Multiplayer functionality is implemented using FishNet, a networking framework designed for synchronized multiplayer gameplay.

Capabilities

  • Network object synchronization
  • Server authority gameplay logic
  • Remote procedure calls
  • Multiplayer session management

FishNet enables cooperative gameplay while maintaining responsive player interaction across connected sessions.


Voice Communication

Dissonance Voice Chat

In-game voice communication is powered by Dissonance Voice Chat.

This system allows players to communicate naturally during cooperative gameplay.

Features

  • Low-latency voice transmission
  • Spatial voice support
  • Integration with the networking layer

Character Systems

Kinematic Character Controller

Player movement is implemented using the Kinematic Character Controller (KCC) framework.

This system provides stable and responsive character movement while supporting complex environmental interactions.

Capabilities

  • Predictable character movement
  • Slope handling
  • Environmental collision interaction
  • Network-friendly movement behavior

Art and Asset Creation

Several professional tools are used to create the environments, characters, and visual assets found in JunkRats.

Blender

Used for:

  • 3D modeling
  • Environment assets
  • Prop creation

Substance Painter

Used for:

  • Material creation
  • Texture painting
  • Surface detailing

Photoshop

Used for:

  • Concept art
  • Texture editing
  • Visual design

Affinity Designer

Used for:

  • UI design
  • Graphic assets
  • Marketing visuals

Custom Systems

In addition to third-party technologies, JunkRats includes several internal systems built specifically for the project.

These systems extend the functionality of the engine and improve development workflows.

Examples include:

  • Custom asset management tools
  • Editor workflow extensions
  • Gameplay framework systems
  • Internal development utilities

These tools allow the project to expand beyond the default capabilities of the engine while maintaining flexibility during development.