Production-ready multiplayer networking for Unity. Everything you need to ship a networked game.
GONet (free, v1.5) and GONet Legendary (paid, v1.6.26) are available now on the Unity Asset Store.
Legendary adds WebGL/WebRTC browser multiplayer, APSF beta, Nightwatch session intelligence, record & replay, Steam transport, host failover, fast iteration mode, lifecycle hardening, ticket support, and more.
Every card below with a GONet Legendary chip is exclusive to the paid SKU. Everything else is included in the free v1.5 release.
GONet Legendary is one paid Asset Store SKU at $24.99. Optional advanced cloud usage tiers for AI-assisted analysis and esports-scale replay workflows may be introduced later.
One-time purchase. No concurrent-user caps. No revenue share. No rug-pull risk. Ship to any number of players for the same price. Read the full positioning →
Six features that already ship in Free v1.5 on the Asset Store today, but are rarely discovered until you dig through the source.
Sub-millimeter precision with effectively unlimited range — the quantization window follows the value instead of capping it.
Every auto-synced field can be configured with a QuantizeDownToBitCount and a narrow QuantizeLowerBound / QuantizeUpperBound window — say, a tight ±32 meter range at 16 bits for sub-millimeter precision. GONet tracks each field's own baselineValue_current offset. As the value drifts toward either edge of the configured window, GONet broadcasts a reliable ValueMonitoringSupport_NewBaselineEvent (one per supported type: Single, Vector2, Vector4, Quaternion) to every peer and keeps quantizing around the new offset. The practical effect is fine precision with effectively unlimited range — the window follows wherever the value goes.
Honest trade-off
Baseline updates are reliable messages, so if your quantization window is narrower than the value's per-sync-interval rate of change, non-owner clients can see a brief hitch every time the baseline advances. Pick a window that comfortably encloses the expected delta per sync tick and this is a non-event; SubQuantizationDiagnostics is built in for detecting when your window is too tight.
Implement IGONetAutoMagicalSync_CustomValueBlending to plug in your own extrapolation or smoothing strategy per field. Shipped defaults cover Float, Vector2, Vector3, and Quaternion using quadratic Bezier and acceleration-based extrapolation. Most frameworks hardcode a single blend strategy; GONet lets you swap it.
Implement IGONetAutoMagicalSync_CustomSerializer to control exactly how a field hits the wire — e.g. half-float packing or custom bit layouts. The codegen pipeline picks up registered serializers via cachedCustomSerializers, so there is no runtime reflection cost.
FixedUpdateAfterGONetReadyA dedicated physics-tick update pass distinct from Unity's FixedUpdate that only fires once the network sync state is ready. Use it for network-aware physics logic that must read already-applied synced values — no more races against late-joining participants.
Mark events with IPersistentEvent, ITransientEvent, ICancelOutOtherEvents, ILocalOnlyPublish, or ISelfReturnEvent. A door-opened event can cancel a prior door-closed in the persistent replay log; pooled events return themselves automatically. O(1) hierarchy dispatch via TypeHierarchyCache.
Six shipped .asset profiles in Resources/GONet/SyncSettingsProfiles/: default, animator controller parameters, sample input (blend + immediate), and transform position + rotation. Author your own profiles in the inspector — no code changes needed, no recompile.
A comprehensive networking toolkit with no artificial limitations on the features that matter.
Synchronize game state across the network with minimal configuration. GONet handles the complexity of keeping distributed state consistent.
GONet's signature bandwidth optimization. Instead of sending full position values every frame, the system alternates between VALUE and VELOCITY packets. Clients extrapolate using the last-known velocity, dramatically reducing bandwidth for objects with predictable motion.
Structure-of-Arrays layout with Unity Burst-compiled parallel jobs processes all networked objects in a single pass, achieving 85% CPU reduction vs per-object blending.
Modern RPC system with native async/await, server-side validation, and persistent RPCs for late-joiner support.
A type-safe publish/subscribe system with hierarchical routing, persistent event replay for late-joiners, and object pooling for transient events.
Production-grade time sync using an NTP-style 4-timestamp protocol with Golden Sample filtering to resist bufferbloat and network jitter.
Distributed host architecture with automatic recovery. If the host disconnects or crashes, a new host will be elected and the session will continue seamlessly.
APSF lets independently-authoritative gameplay slices fuse into a coherent shared state. It is available to all Legendary developers, with Dajimo's upcoming Steam build as the first real-game integration.
Pluggable transport abstraction with production-ready implementations. NetcodeIO provides UDP with encryption and token-based authentication out of the box.
GONet Legendary: Steamworks P2P transport with Steam Datagram Relay plus WebGL/WebRTC browser transport for Unity WebGL builds.
Adaptive per-client congestion control that automatically adjusts sync rates and buffer sizes based on real-time network conditions.
Efficient data serialization with multiple compression strategies, optimized for low-bandwidth multiplayer.
Zero-boilerplate networking through compile-time code generation. GONet generates companion classes that handle serialization, deserialization, and sync automatically.
Skip the code generation step when entering Play mode for near-instant iteration. Perfect for rapid gameplay prototyping without waiting for the full generation pipeline.
A QoS-aware channel system that separates time sync, auto-magical state, event singles, custom serialization, and client-initialization traffic into dedicated reliable and unreliable lanes, so connection-critical messages are never stuck behind gameplay bursts.
Network-aware instantiation with zero-latency spawning via GONetId batch pre-allocation and configurable limbo modes for edge cases.
GONet Legendary: Built-in adaptive object pooling with IGONetPoolResettable and automatic pool scaling.
Capture full multiplayer sessions with zero gameplay impact. Play back with seeking, reverse, and speed control. Analyze with built-in anti-cheat, performance, and highlight detection.
Turn every session recording into an actionable engineering briefing. Eight pattern families, cross-recording correlation, deterministic investigation steps, and severity-ranked findings — available in the Unity Editor, on headless CI, and through Claude / Cursor / Copilot / Windsurf / Codex agent skills.
A formally-documented lifecycle contract with explicit readiness gates, exactly-once predicted pool borrow finalization, set-once sync field protection, and development-time validation. Ordering bugs fail loudly before they reach a build.
A three-layer defense against IL2CPP managed code stripping silently breaking companion dispatch. Ships on every IL2CPP build target: iOS (mandatory), Android ARM64 (default), WebGL (mandatory), consoles (mandatory), and optional IL2CPP on Windows / Mac / Linux.
Broad protocol and platform support for any multiplayer architecture.
Get GONet free from the Unity Asset Store today, or buy GONet Legendary for cloud replays, Steam transport, WebGL/WebRTC browser multiplayer, APSF beta, host failover, ticket support, and more.
Feature catalog. Every Legendary-only card carries an explicit GONet Legendary chip; all Free features verified against the v1.5b5 worktree. Legendary availability verified against the Unity Asset Store package 372854 listing. 2026-04-09 audit corrected channel count (10, not 12), replaced '20+ diagnostic flags' claim with the real 4 enable* bools + reliable/scene tracing flags, and added an 'Often overlooked in Free v1.5' section covering auto-adjusting quantization baseline, custom value blending / serializer plugin APIs, FixedUpdateAfterGONetReady, persistent event markers with cancel-out, and the six shipped sync profile assets.