WukongMP SDK 0.3.0 is live - server-side scripting, two-way custom component sync

Build: WukongMP SDK 0.3.0, 12 August 2026 Rollout: live now on Windows and Linux. Docker build - coming soon. Action needed: update your server to 0.3.0 and rebuild your mods.
THERE ARE SOME BREAKING CHANGES!

Highlights

Server-side scripting. Mods can finally run code inside the relay server. You register components on server entities, run systems on the server loop, and handle RPC requests coming from clients. Co-op is already built on it, which is the honest test of whether it works: if it breaks, it breaks for us first.

Custom component sync in both directions. Networked components now sync client to server as well as server to client. Declare a partial struct with [DeriveINetworkedComponent] in a shared project, register it on both sides, and the values stay in sync with no messaging code of your own. Server-side RPC classes need the new [ServerRpcFor(typeof(...))] annotation.

A Network view in the admin panel. The new Network tab shows relay traffic in one-second windows: ingress and egress, connected peers, server tick timing, protocol overhead. It also splits payload bytes per ECS component, which is usually how you find out that one chatty component is quietly eating your bandwidth.

Breaking changes

  • Servers must update to 0.3.0. A 0.2.x server cannot load 0.3.0 SDK mods.
  • RpcClassBase is now ClientRpcHandler, and its constructor no longer takes IRpcClient and IRelaySerializer.
  • RunOnMainThread is gone. [RpcEvent] handlers get scheduled onto the game thread for you.
  • SaveFileType and FileInfo moved from WukongMp.Sdk to ReadyM.Api.Saves.
  • Server-side RPC classes require [ServerRpcFor(typeof(...))].

Anything built against 0.2.4 needs a rebuild and the changes above. It is a short list and mostly mechanical.

Fixed

  • NPCs no longer lose their team assignment. That was the one turning quest NPCs hostile and stalling progress.
  • The Beguiling Chant debuff in the Pagoda region now syncs between players instead of hitting one client only.
  • Boss HP scaling moved off the client and onto the server, with new defaults: 100% per player, replacing the old 100% plus 150% for every additional player. There is a bosshp <percent> command if you want to set the per-player multiplier yourself.

Availability

Windows and Linux packages are up now. The Docker build is marked coming soon and the managed hosting update follows it. We are not putting a date on either yet. This post gets edited once they are live.

Known issues

Nothing known at release, which usually means you will find something. That is what the categories below are for.

Reporting problems with this build

Client crashes, desync and broken gameplay go in WukongMP Discussion. Server problems in WukongMP Server Development. SDK and scripting questions in ReadyM SDK. Put WukongMP SDK 0.3.0 in the title, for example [BUG] WukongMP SDK 0.3.0 - ServerRpcFor handler never fires on dedicated server.

Full release notes, API details and the migration steps: WukongMP SDK 0.3.0 released | ReadyM Docs

Update: the Docker image is now available as well, ghcr.io/readycodeio/wukongmp-server:0.3.0, with the run command and a compose example in the Quick Start guide. It ships without mods, so add WukongMp.Sdk and one game mode to ./mods/ before starting the container, and co-op needs its server component in ./server_mods/. :spouting_whale: