Features

Production-ready multiplayer networking for Unity. Everything you need to ship a networked game.

Available on the Unity Asset Store

GONet (free, v1.5) is available now on the Unity Asset Store. Get started with multiplayer networking today.

GONet Legendary (paid, v1.6+) is coming soon with Steam transport integration, fast iteration mode, cloud replay storage, ticket support, and more.

GONet Legendary launches as one paid tier. Optional advanced cloud usage tiers for AI-assisted analysis and esports-scale replay workflows may be introduced later.

Core Features in Detail

A comprehensive networking toolkit with no artificial limitations on the features that matter.

Auto-Magical Data Synchronization

Synchronize game state across the network with minimal configuration. GONet handles the complexity of keeping distributed state consistent.

Transform sync (position, rotation, scale)
Animator Controller parameters
MonoBehaviour fields via [GONetAutoMagicalSync]
Input state tracking
Omni-directional owner-to-non-owner communication
Auto-networked GameObject.Instantiate()
User-configurable sync profiles/templates
Interpolation/extrapolation for smooth blending

Velocity-Augmented Sync

GONet's signature bandwidth optimization. Instead of sending full position values every frame, the system alternates between VALUE and VELOCITY packets. Clients extrapolate using the last-known velocity, dramatically reducing bandwidth for objects with predictable motion.

80-90% bandwidth savings for moving objects
Code-generated at compile time (zero runtime overhead)
Slow-moving objects see the highest savings
Configurable via IsVelocityEligible on [GONetAutoMagicalSync]
Works alongside quantization for compounding savings
Best for characters, vehicles, and projectiles

SoA + Burst Blending

Structure-of-Arrays layout with Unity Burst-compiled parallel jobs processes all networked objects in a single pass, achieving 85% CPU reduction vs per-object blending.

85% CPU reduction — tested with 800+ objects in the RPC Playground scene
Hermite spline interpolation for smooth curves
Lock-free ring buffers (no thread contention)
Fully automatic — no configuration needed
Unity Jobs + Burst compiled for SIMD optimization
Configurable adaptive blend buffer for congestion

Async/Await RPCs

Modern RPC system with native async/await, server-side validation, and persistent RPCs for late-joiner support.

ServerRpc, ClientRpc, TargetRpc with async/await
Server-side validation (e.g., chat vulgarity filtering)
Delivery reports for reliable confirmation
Persistent RPCs stored for late-joiners
Up to 8 MemoryPack-serializable parameters
Deferred RPC system for not-yet-ready components

Event Bus System

A type-safe publish/subscribe system with hierarchical routing, persistent event replay for late-joiners, and object pooling for transient events.

Type-hierarchical publish/subscribe routing
Transient events (session-only, poolable)
Persistent events (stored for late-joiner replay)
ISelfReturnEvent for automatic object pooling
ICancelOutOtherEvents for event cancellation
TypeHierarchyCache for 100-500x faster subscriptions

Time Synchronization

Production-grade time sync using an NTP-style 4-timestamp protocol with Golden Sample filtering to resist bufferbloat and network jitter.

NTP-style 4-timestamp protocol
Golden Sample bufferbloat-resistant filtering
Three correction strategies (snap/dilation/interpolation)
Dual time systems (standard + physics)
Nanosecond-resolution time reads
Time continuity preserved through host transitions (host failover in GONet Legendary)

Host Migration & Failover

GONet Legendary

Distributed host architecture with automatic recovery. If the host disconnects or crashes, a new host will be elected and the session will continue seamlessly.

Hot-standby failover architecture
Gossip protocol for health monitoring
Host scoring algorithm for best-candidate election
Automatic recovery with full state preservation
Time continuity during host transitions
Deterministic election (no negotiation round)

Transport Layer

Pluggable transport abstraction with production-ready implementations. NetcodeIO provides UDP with encryption and token-based authentication out of the box.

IGONetTransport pluggable abstraction
NetcodeIO (UDP + encryption + token auth)
ReliableNetcode 7-phase reliable layer
12-channel priority message routing
Dual-stack IPv4/IPv6 support
AOT compilation and IL2CPP compatible

GONet Legendary: Steamworks P2P transport with Steam Datagram Relay for NAT traversal.

Congestion Management

Adaptive per-client congestion control that automatically adjusts sync rates and buffer sizes based on real-time network conditions.

Temporal thinning during congestion
Frame spreading to prevent burst traffic
Per-client backpressure with trickle mode
Adaptive blend buffer (100ms normal, 750ms congested)
Configurable via GONetGlobal inspector
Automatic recovery when congestion clears

Serialization & Compression

Efficient data serialization with multiple compression strategies, optimized for low-bandwidth multiplayer.

Automatic LZ4 compression on every packet (all transports)
MemoryPack serialization (event traffic)
Configurable value quantization (8-bit, 16-bit, 32-bit)
Message bundling to reduce packet overhead
Temporal chunking for large persistent event bundles
Custom override mechanisms for specialized types

Code Generation

Zero-boilerplate networking through compile-time code generation. GONet generates companion classes that handle serialization, deserialization, and sync automatically.

SNAP pipeline generates companion classes
Velocity-augmented sync generated at compile time
Zero runtime reflection overhead
Automatic dirty-flag tracking per field
Configurable generation via GONetGlobal
Fast Iteration Mode to skip generation during dev

Fast Iteration ModeGONet Legendary

Skip the code generation step when entering Play mode for near-instant iteration. Perfect for rapid gameplay prototyping without waiting for the full generation pipeline.

Near-instant Play mode entry
Toggle on/off from the GONet Editor Support window
Skips codegen, domain reload, and session reset
Dramatically reduces edit-play-test cycle time

12-Channel Message Routing

A priority-based channel system that separates system-critical traffic from gameplay data, ensuring that connection management and time sync are never delayed by game state updates.

12 prioritized channels (system vs gameplay)
Reliable and unreliable delivery modes per channel
System channels for time sync, init, and heartbeat
Gameplay channels for state, events, and RPCs
Message bundling within channels
Configurable channel assignments

Spawning & Object Pooling

Network-aware instantiation with zero-latency spawning via GONetId batch pre-allocation and configurable limbo modes for edge cases.

Zero-latency spawning via GONetId batching
Configurable batch sizes (100-1000 IDs)
Four limbo modes for batch exhaustion
Network-safe despawn with event cancellation
Persistent spawn events for late-joiners
Resources and Addressables prefab loading

GONet Legendary: Built-in adaptive object pooling with IGONetPoolResettable and automatic pool scaling.

Record & ReplayGONet Legendary

Capture full multiplayer sessions with zero gameplay impact. Play back with seeking, reverse, and speed control. Analyze with built-in anti-cheat, performance, and highlight detection.

EventBus-driven session capture (background thread)
Always-on circular buffer for instant replay
Keyframe seeking in hour-long recordings
True reverse playback with keyframe restore
Anti-cheat, performance, and highlight analyzers
Input recording (legacy + new Input System)
Multi-recording merge for cross-perspective analysis
LZ4 compressed .gonetreplay format (v2)

Network & Platform

Broad protocol and platform support for any multiplayer architecture.

UDP with NetcodeIO transport
Reliable UDP via ReliableNetcode
Encryption and token-based authentication
12 configurable channels
Dedicated server / LAN / P2P with NAT punchthrough
Managed C# with AOT compilation (iOS)
IL2CPP compatible
20+ diagnostic flags for debugging

Ready to build multiplayer?

Get GONet free from the Unity Asset Store today, or stay tuned for GONet Legendary with cloud replays, Steam transport, and more.