Netick Logo: Networking Engine for Unity Games

Netick

State-of-the-Art Game Networking

The only state-sync solution for Unity with a replay system.

The only free solution for Unity to handle poor network conditions, proven by benchmarks.

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Netick is a free, server-authoritative, state-sync networking solution for Unity, built for performance, reliability, and ease of use.

Core Pillars

What makes Netick vastly superior to other networking solutions are four core pillars:

Simplicity

Netick makes writing high-end, predicted multiplayer games as straightforward as writing single-player ones. Its minimalistic and intuitive API removes the need for almost all RPCs, allowing you to write simpler and easier-to-maintain code.

Consistency

While other solutions are plagued by internal de-syncs and race conditions, Netick is completely void of such issues. Netick ensures the entire networked state of the game is synced atomically and fully together in a tick-aligned manner, eliminating all race conditions and de-syncs. Your game will behave consistently and won't break for bad connections. Netick is the only solution in the market that offers this guarantee. It is designed from the ground up to satisfy this requirement.

Efficiency

Thanks to a cutting-edge Delta Snapshots algorithm, Netick achieves industry-leading bandwidth usage. Open-source benchmarks show Netick syncing more data with less cost—using 10x higher compression precision than other solutions while still requiring less bandwidth.

Performance

Netick is engineered for performance at scale. Built in high-performance unmanaged C# with a data-oriented approach, Netick achieves an unseen level of performance. You can have 10,000 active objects with zero additional CPU usage. In real-world tests, Netick 2 can compress and write the full transform state of 250 continuously moving objects (syncing position and rotation) to 250 clients in under ~0.35ms on a single core (modern Intel CPU). One user called it “Dark Magic.” We call it next-gen netcode.

Features

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.

And many others...

Pro Features

Interest Management

Ensures each player only receives relevant data, reducing server load, saving bandwidth, and preventing wallhacks.

Lag Compensation

Lag Compensation is the AAA standard technique in mitigating the effects of differing round-trip delays in regard to authoritative hit-detection. Netick implements a custom performant hit-detection system that is suitable for networking requirements.

Start Building Today

Integrate Netick into your Unity projects now and experience state-of-the-art networking.

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