High-performance networking that makes the hardest parts of multiplayer game development approachable. Automatic state synchronization, authority management, and real-time replication.
Own the tech. No CCU caps, no revenue share, no rug-pull risk. Ship on Steam for free — just like our flagship game, Undead Night Crew. Ship in the browser with WebGL/WebRTC and optional GONet Cloud public session services.
Watch any GONet session in any browser via a shareable URL. Progressive playback while uploading.
Play WebGL/WebRTC GONet sessions directly in the browser with TURN-backed public matchmaking.
GONet Legendary v1.6.26 is the WebGL/WebRTC, APSF beta, and Cloud public-session milestone.
Bandwidth savings with velocity-augmented sync
CPU reduction via SoA + Burst blending
Spawn latency with GONetId batch pre-allocation
Automatic compression on every packet
Everything you need to ship a multiplayer game, without fighting the networking layer.
Decorate any field with [GONetAutoMagicalSync] and it syncs across the network. Transform, Animator, and MonoBehaviour fields with built-in interpolation and extrapolation for smooth blending.
80-90% bandwidth savings by alternating position values with velocity packets. Clients extrapolate between updates. Code-generated at compile time for zero runtime overhead.
Pre-allocated GONetId batches let clients spawn objects instantly without a server round-trip. Configurable batch sizes with graceful limbo mode when exhausted.
Structure-of-Arrays layout with Unity Burst-compiled parallel jobs processes all networked objects in a single pass. 85% CPU reduction vs per-object blending — tested with 800+ objects in the RPC Playground scene.
ServerRpc, ClientRpc, and TargetRpc with native async/await support. Server-side validation (e.g., chat vulgarity filtering), delivery reports, and persistent RPCs for late-joiners.
Hot-standby architecture with gossip-based health monitoring. If the host goes down, automatic recovery with full time continuity and state preservation.
GONet minimizes boilerplate and iteration time so you can focus on gameplay.
GONet generates companion classes at compile time, eliminating boilerplate for serialization, deserialization, and sync. Your runtime code stays clean while the generated code handles all the networking plumbing.
Zero-config development testing. Launch the first instance and it becomes the server; launch a second and it becomes a client. Port-based role detection means you can iterate without wiring up launch configurations every time.
Every packet is automatically LZ4 compressed across all transports. Custom bit-packing and MemoryPack for event traffic. Configurable quantization to tune precision vs. bandwidth for each synced value.
Managed C# with full AOT compilation support (iOS) and IL2CPP compatibility. NetcodeIO transport with UDP, reliable UDP, and encryption out of the box. GONet Legendary adds Unity WebGL browser builds over WebRTC.
GONet supports the network topologies real games need. Choose what fits your game and scale from there.
Authoritative server architecture for competitive and large-scale games. Full server authority over game state with configurable prediction via buffer lead time.
Low-latency local network play. Ideal for couch co-op, local tournaments, and development testing without cloud infrastructure.
Direct connections between players without dedicated servers. Built-in NAT punchthrough for reliable connectivity across network configurations.
Unity WebGL clients connect over WebRTC DataChannels. Optional GONet Cloud services handle guest identity, signaling, TURN credentials, and public session discovery.
GONet powers real multiplayer games in production today.

A cooperative multiplayer zombie-apocalypse game coming to Steam, developed by Dummy Dojo, published by Galore Interactive, and powered end-to-end by GONet Legendary. Every Legendary feature you read about is already running in production here.
A work-in-progress multiplayer tech demo built on GONet, useful as a source reference for large-scale team play. Dajimo's upcoming Steam build is the first real integration proving APSF: Authority-Partitioned State Fusion for responsive high-action games without defaulting every problem to rewind-first netcode.

The paid evolution of GONet. Everything in GONet free, plus premium features for serious multiplayer games, with ticket support included. Available on the Unity Asset Store for $24.99.
Turn every session recording into an actionable briefing. 8 pattern families, Editor window + headless CLI, optional Claude/Cursor/Copilot/Windsurf/Codex agent skills.
Steamworks P2P transport with Steam Datagram Relay for reliable NAT traversal and cross-region connectivity.
Browser builds run GONet over WebRTC DataChannels. Public web sessions can use GONet Cloud for matchmaking, signaling, guest identity, and TURN/ICE relay credentials.
Authority-Partitioned State Fusion is available to Legendary developers and first proven in Dajimo's upcoming Steam build, reducing the need for rewind-centric architecture in responsive action games.
Hot-standby architecture with gossip-based health monitoring and automatic host recovery in under 7 seconds.
Capture full sessions, upload to the cloud, browse from the Unity Editor, and share with signed links.
Skip code generation on every Play mode entry for near-instant iteration during development.
Formal readiness gates, exactly-once pool borrow finalization, set-once sync field protection, and IL2CPP code-stripping safety. Phase 1–5 shipped.
Web-based replay viewer and live spectator streaming for esports events and content creators. Ships in the Legendary v1.6.26 bundle as early access.
GONet free gets you started today. GONet Legendary takes you to production with Steam transport, WebGL/WebRTC browser multiplayer, APSF beta, cloud replays, host failover, ticket support, and more. Both editions are available from the Unity Asset Store now.
GONet v1.5 (Free) disclosure
GONet v1.5 (free) includes a legacy license/EULA remittance mechanism that may transmit a local GONet-generated file to unitygo.net. This behavior is not present in GONet Legendary (v1.6+), the paid version available on the Unity Asset Store.
Landing page updated for GONet Legendary v1.6.26: WebGL/WebRTC browser multiplayer, GONet Cloud public session services, and APSF beta are now first-class marketing points. Free core features list remains verified against the v1.5b5-likely tag; Legendary package is Unity Asset Store package 372854.