git404hub

what is parrelsync fr?

veriorpies/parrelsync — explained in plain English

Analysis updated 2026-06-26

5,927C#Audience · developerComplexity · 2/5LicenseSetup · easy

tl;dr

ParrelSync is a Unity extension that lets you run multiple Unity editor windows at once to test multiplayer games instantly without waiting for a full build each time you make a change.

vibe map

mindmap
  root((parrelsync))
    What It Does
      Multiple editors at once
      Skip build wait time
      Test multiplayer fast
    How It Works
      Symbolic link clones
      Shared assets folder
      Independent play folders
    Features
      GUI clone manager
      Clone detection helpers
      Auto server-client setup
    Platforms
      Windows macOS Linux
      Unity 2020-2022

Code map

Detail Auto

An interactive map of this repo's files and how they connect — its source is parsed live in your browser. Click Visualize to build it.

filefunction / class

what do people make with this?

VIBE 1

Test multiplayer game logic in Unity by running a server and two client windows simultaneously without triggering a build.

VIBE 2

Quickly iterate on server-client interactions with multiple editor instances that share the same project assets in real time.

what's the stack?

C#Unity

how it stacks up fr

veriorpies/parrelsyncmicrosoft/aspire1remote/1remote
Stars5,9275,9275,924
LanguageC#C#C#
Setup difficultyeasymoderateeasy
Complexity2/53/52/5
Audiencedeveloperdeveloperops devops

Figures from each repo's GitHub metadata at analysis time.

how do i run it?

Difficulty · easy time til it works · 5min
MIT license, use freely for any purpose including commercial projects as long as you keep the copyright notice.

in plain english

ParrelSync is an extension for the Unity game editor that lets developers test multiplayer games without going through a full build process first. Building a game project can take minutes each time, so testing multiplayer scenarios normally means long waits between each tweak. ParrelSync removes that bottleneck by letting you run multiple Unity editor windows at the same time, each representing a different player or server. The way it works is by creating copies of your project folder, called clones, that share the same assets and settings as the original project using symbolic links. This means the clones stay in sync with any changes made in the main project without duplicating files unnecessarily. Each clone gets its own independent working folders so they do not interfere with one another. You might end up with folders named something like ProjectName, ProjectName_clone_0, and ProjectName_clone_1 sitting side by side. The tool includes a graphical interface for creating and managing those clones, so you do not need to set anything up by hand. It also provides a small set of code helpers that let your game detect whether it is running as the original editor or a clone, which makes it easy to have one instance automatically start a server and another automatically connect to it. Installation can be done either by importing a Unity package file downloaded from the releases page, or by adding a package reference through Unity's built-in package manager. The tool supports Windows, macOS, and Linux, and has been tested with Unity 2020, 2021, and 2022 long-term support versions. ParrelSync is licensed under MIT and credits an earlier project called UnityProjectCloner as its origin.

prompts (copy fr)

prompt 1
Using ParrelSync in Unity, how do I set up one editor window as a game server and another as a client to test my multiplayer game?
prompt 2
How do I use ParrelSync code helpers to make one Unity editor instance auto-start as a server and another auto-connect as a client?
prompt 3
Show me how to install ParrelSync in Unity 2022 using the package manager and create two clones of my project for multiplayer testing.

Frequently asked questions

what is parrelsync fr?

ParrelSync is a Unity extension that lets you run multiple Unity editor windows at once to test multiplayer games instantly without waiting for a full build each time you make a change.

What language is parrelsync written in?

Mainly C#. The stack also includes C#, Unity.

What license does parrelsync use?

MIT license, use freely for any purpose including commercial projects as long as you keep the copyright notice.

How hard is parrelsync to set up?

Setup difficulty is rated easy, with roughly 5min to a first successful run.

Who is parrelsync for?

Mainly developer.

peek the repo → explain another one

This repo across BitVibe Labs

double-check against the repo, no cap.