Full Game Replay
Netick includes a built-in replay system, allowing you to add replay support to your games
effortlessly.
Client-Side Prediction
CSP ensures that the client enjoys a buttery smooth lag-free gameplay experience, while also
maintaining server-authority by means of prediction and reconciliation.
A feature considered essential in today's climate of high player demands for cheat-free
experiences.
Sandboxing
Sandboxing revolutionizes debugging and building your multiplayer games by letting you run both
the
server and client (or clients) in the same project at the same time, making programming and
testing
multiplayer games easier and more fun than ever.
It can also be used to run many servers in the same Unity instance, reducing hosting costs.
Low Bandwidth
Netick's innovative replication system utilizes delta compression even with Interest Management,
something that is not possible in any other networking solution.
Blazingly Fast
Netick is engineered with a data-driven architecture at its core.
It produces zero garbage in performance-critical paths, a vital goal in achieving stutter-free
gameplay, especially in a multiplayer setting to avoid server lag.
Poor Connection Handling
Netick automatically adapts to bad network conditions, while still maintaining smooth gameplay.
Netick is the only free networking solution for Unity in the market that is able to handle poor
network conditions, everything else falls apart on the same conditions, proven by benchmarks.
Snapshot Interpolation
Snapshot Interpolation aims to provide smooth motion and rendering in the presence of a
fixed-time
network loop. Netick lets you interpolate anything you want in the game.
Tick-Aligned Simulation
Tick-Aligned Simulation makes it possible to predict things such as waves, platforms, and
elevators,
which are known for their networking difficulty.
Abstract Transport Layer
Netick does not enforce a low-level transport on you, you are free to use or build whatever
transport for whatever protocol or service you require.
It does not even require the transport to have any means of reliability, only connection
handling,
and unreliable send and receive.