About Netcode for GameObjects
Netcode for GameObjects (Netcode) is a high-level networking library built for Unity for you to abstract networking logic. It enables you to send GameObjects and world data across a networking session to multiplayer players at once. With Netcode, you can focus on building your game instead of low-level protocols and networking frameworks.
To learn more about Netcode for GameObjects functionality and capabilities, explore the content below:
Getting Started | Hello World and Golden Paths | Education and Samples |
---|---|---|
Install Unity Netcode Migration from UNet to Netcode Upgrade to Unity Netcode Package | Your First Networked Game Module One Module Two | Boss Room Bite Size Samples Dilmer's Tutorials |
Core Concepts | Debugging | Terminology and FAQs |
---|---|---|
Networking Components Objects Messaging System Serialization Scenes | Logging Troubleshooting Error Messages | High Level Terminology Multiplayer Game Architecture FAQs |
Don't forget to check out our Release Notes and APIs!
Before you begin
Netcode supports the following versions:
- Unity 2020.3, 2021.1, 2021.2, and 2021.3
- Mono and IL2CPP Scripting Backends
Netcode supports the following platforms:
- Windows, MacOS, and Linux
- iOS and Android
- XR platforms running on Windows, Android, and iOS operating systems
- Most closed platforms, such as consoles. Contact us for more information about specific closed platforms.
- When working with consoles (such as PlayStation, Xbox, or Nintendo Switch), there may be Netcode-specific policies you should be aware of while testing and before launching your game live. Refer to the console's internal documentation for more information. This content is typically protected by NDA.
Netcode does not support the WebGL platform because it does not allow access to IP Sockets.
There are third party transports provided by the community that may enable you to use Netcode on WebGL platforms. A list of these transports are found here.
Use with caution:
- You may encounter bugs and issues while using Netcode on WebGL, and we won't prioritize fixing those issues.
- The server or host can't be a WebGL client, but a Desktop or Mobile build.
- You may experience increased latency and jitter because of the TCP protocol used by WebSockets.
This is free under the permissive MIT Licenses by Unity and the Netcode collaborators. Netcode is open source with no attached costs or limitations, so you can develop features alongside Unity.