Netcode for GameObjects
Netcode for GameObjects is Unity’s networking library for synchronizing GameObjects and world data during multiplayer sessions.
What Netcode for GameObjects is
Netcode for GameObjects is Unity’s networking library for synchronizing GameObjects and world data during multiplayer sessions. It is intended for games with smaller player counts and less complex game logic, including adding multiplayer to an existing GameObject-based single-player project. Developers can choose client- or server-authoritative models. NetworkBehaviour components use NetworkVariables to synchronize state and RPCs to send network messages. Integrated scene management is enabled by default and keeps scenes synchronized across connected clients. Unity Transport is the default transport, and Unity Relay can provide Relay networking for GameObject and MonoBehaviour workflows. Multiplayer Services sessions are compatible, with Netcode handling gameplay state replication after players connect. The package is free, but installation requires an active Unity account with a valid license, a supported Unity version, and an existing Unity project. It supports Windows, macOS, Linux, iOS, Android, XR on those systems, most closed platforms, and WebGL for specified package versions. It has no matchmaking; developers must use third-party services. Full client-side prediction and reconciliation also need to be built by the developer.
Good
- Free package with a valid Unity account and license.
- Supports client- or server-authoritative networking.
- Integrated scene management is enabled by default.
- Compatible with Unity Relay and Multiplayer Services sessions.
- Supports desktop, mobile, XR, closed platforms, and WebGL.
Watch out
- No built-in matchmaking functionality.
- Full prediction and reconciliation must be built by developers.
- Installation requires a Unity account, license, supported version, and project.
Who it suits
It suits Unity developers adding networked play to smaller, less complex games, including projects that already use GameObjects. Teams needing matchmaking or full client-side prediction will need to provide those capabilities separately.
Verdict
Netcode for GameObjects provides core synchronization and scene-management tools for Unity multiplayer projects. Account and project prerequisites apply, and matchmaking and complete prediction systems are outside the package’s built-in functionality.
Plans and prices
From Netcode for GameObjects's own pricing page, checked 7 Oct 2001.
| Plan | Price | What it gives you |
|---|---|---|
| Netcode for GameObjects | Free | Unity package; requires a valid Unity account and license · Unity Editor 2021.3 or later |
The facts
Each one read from Netcode for GameObjects's own pages, with the date it was checked.
The company
- Company
- Unity’s SEC filing states that Unity was founded in Denmark in 2004 and has principal corporate offices in San Francisco, California.checked 7 Oct 2001
- Headquarters
- San Francisco, California, United Stateschecked 28 Sep 2001
What it does
- Core synchronization
- NetworkBehaviour components use NetworkVariables to synchronize state and RPCs to send messages over the network.checked 7 Oct 2001
- Default transport
- Netcode for GameObjects uses Unity Transport by default.checked 7 Oct 2001
- Install requirements
- Installation requires an active Unity account with a valid license, a supported Unity version, and an existing Unity project.checked 7 Oct 2001
- Intended games
- Unity describes it as suited to games with smaller player counts and less complex game logic, including adding multiplayer to an existing GameObject-based single-player game.checked 7 Oct 2001
- Matchmaking limit
- Netcode for GameObjects has no matchmaking functionality; Unity’s FAQ says matchmaking must be implemented using third-party services.checked 7 Oct 2001
- Network model
- Its networking can use client- or server-authoritative models.checked 7 Oct 2001
- Prediction limit
- The documented anticipation components provide building blocks, but a full client-side prediction and reconciliation system must be built by the developer.checked 7 Oct 2001
- Purpose
- Netcode for GameObjects is a high-level networking library for synchronizing GameObjects and world data across multiplayer sessions.checked 7 Oct 2001
- Scene management
- The package includes integrated scene management that is enabled by default and synchronizes scenes across connected clients.checked 7 Oct 2001
- Security and trust
- Unity’s Trust Center lists a SOC 2 Type II badge, a PCI badge, and a vulnerability reporting and bug bounty program; these are Unity-level disclosures, not a Netcode-specific certification claim.checked 7 Oct 2001
- Service integration
- Unity Relay works with Netcode for GameObjects to provide Relay networking for GameObject and MonoBehaviour workflows.checked 7 Oct 2001
- Session integration
- Unity Multiplayer Services sessions are compatible with Netcode for GameObjects, which handles gameplay state replication after players connect.checked 7 Oct 2001
Where it runs
- Supported platforms
- The installation guide lists Windows, macOS, Linux, iOS, Android, XR platforms on those systems, most closed platforms, and WebGL with specified package versions.checked 7 Oct 2001
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