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High-Performance Networking Engine for Unity

Getting Started · Manual · API · Discord

Netick is a server-authoritative C#/.NET networking solution for Unity, and, in fact, for all C#-supporting game engines, it's entirely engine-agnostic. Netick is the state-of-the-art networking solution, it's the highest-performing networking solution for Unity, achieving the lowest bandwidth and CPU usage, proven by open-source benchmarks. It’s built with an architecture that’s different from other free solutions. Netick makes building quality and cheat-free multiplayer games easier than ever before. Whether it's a competitive CS-like shooter, a 200-player battle royal, or a survival game, Netick can do it.

Showcase

Installation

Prerequisites

Unity Editor 2021 or later.

Steps

  • Open the Unity Package Manager by navigating to Window > Package Manager along the top bar.
  • Click the plus icon.
  • Select Add package from git URL
  • Enter https://github.com/NetickNetworking/NetickForUnity.git
  • Under Packages in the Package Manager, you should now see Netick with it's current version number.
  • You can then import one of the samples to get started. You can do that by going to the Samples tab. Or instead, you can follow our getting started guide for how to do a simple game with Netick.

Features

  • Stable, clean, and powerful API.
  • Client-Side Prediction.
  • Full and Partial Delta Snapshots.
  • Snapshot Interpolation.
  • Remote Procedure Calls (RPCs).
  • Sandboxing
  • Physics Prediction
  • Interest Management [Pro].
  • Lag Compensation [Pro].
  • Code Gen.
  • Zero GC.

And many others.

Technology and Performance

Bandwidth

Netick 2 uses an innovative state synchronization algorithm that moves multiplayer game development forward. Not only does it achieve the lowest bandwidth usage ever seen, but it also simplifies networked games by ensuring full networked state update atomicity. Netick 2 uses a novel approach for Delta Snapshots that makes it possible to use Interest Management and Delta Snapshots together, performatively. This has been unheard of in AAA or indie games, due to the difficulty or impracticality of doing that. However, in Netick 2, it just works.

Netick also lets you fully sync, predict, and interpolate anything in the game: network properties, collections, etc. This greatly simplifies development for complicated or demanding projects.

Benchmark Source

CPU

Netick 2 core is written with unsafe C# code, achieving the highest level of performance. According to simulated testing, it's able to write 1 packet (for 100 moving objects) to 200 clients in less than 1.4ms, all in a single core (using any modern Intel CPU). This means the networking CPU cost of your game is as little as possible, leaving you room to do other things in the game. It also means you can have more players than before, with higher tickrate, while requiring less demanding server specs.

Helpful links:

If you have any questions, need support, or want to report a bug, visit our discord: https://discord.com/invite/uV6bfG66Fx

❤️ Support

Please consider supporting us on Patreon so we are able to keep working on and improving Netick! https://www.patreon.com/user?u=82493081

Enjoy!

Karrar, Creator of Netick