PlayroomKit for Unity started as a straightforward idea for us: build a native C# bridge over an existing web SDK and make multiplayer feel effortless inside Unity. From that starting point, we scaled it from zero into a fully production-ready system used in hundreds of shipped games, including Little Umbrella’s biggest titles like "Banana of Doom".
We extended the core runtime with Unity Editor panels to improve developer experience and reduce integration friction, making setup and iteration significantly faster for teams building real-time games.
Over more than two years, we owned the entire lifecycle of the project—open source maintenance, documentation, bug triage, DevRel, support tickets, and major re-architectures—continuously evolving it to meet production demands and keep it stable at scale.