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Netcode for GameObjects
San Francisco, California, United States
What it is
Netcode for GameObjects is a free Unity networking library for synchronizing GameObjects and world data during multiplayer sessions. Unity describes it as suited to games with smaller player counts and less complex game logic, including projects that add multiplayer to an existing GameObject-based single-player game. Developers can use client- or server-authoritative networking. NetworkBehaviour components synchronize state through NetworkVariables and send network messages with RPCs. Integrated scene management is enabled by default and keeps scenes synchronized across connected clients. Unity Transport is the default transport, and the package supports UDP, DTLS, and secure WebSocket (WSS). Unity Relay can provide Relay networking for GameObject and MonoBehaviour workflows; Unity Multiplayer Services sessions are also compatible for gameplay-state replication after players connect. Installation requires an active Unity account with a valid license, a supported Unity version, and an existing Unity project. Supported platforms include Windows, macOS, Linux, iOS, Android, XR platforms on those systems, most closed platforms, and WebGL with specified package versions. It has no matchmaking functionality, and a full client-side prediction and reconciliation system must be built by the developer.
For and against
For
- Free Unity package.
- Supports client- or server-authoritative models.
- Integrated scene management synchronizes connected clients.
- Works with Unity Relay and Multiplayer Services sessions.
- Lists desktop, mobile, XR, closed, and WebGL platforms.
Against
- Requires a valid Unity account and license.
- Does not include matchmaking functionality.
- Full prediction and reconciliation must be built by developers.
The verdict
Netcode for GameObjects provides core networking and scene synchronization for Unity multiplayer projects. Its stated scope and the need to implement matchmaking and full prediction are important considerations.
Who it suits
Netcode for GameObjects suits Unity developers building multiplayer games with smaller player counts or adding networking to a GameObject-based game. Developers should be prepared to provide matchmaking and build full prediction and reconciliation themselves.
Plans and prices
Netcode for GameObjects
Unity package; requires a valid Unity account and license · Unity Editor 2021.3 or later
Read 7 Oct 2026 · docs-multiplayer.unity3d.com
On the record
- Company
- Unity’s SEC filing states that Unity was founded in Denmark in 2004 and has principal corporate offices in San Francisco, California.sec.gov · read 7 Oct 2026
- Core synchronization
- NetworkBehaviour components use NetworkVariables to synchronize state and RPCs to send messages over the network.docs-multiplayer.unity3d.com · read 7 Oct 2026
- Default transport
- Netcode for GameObjects uses Unity Transport by default.docs-multiplayer.unity3d.com · read 7 Oct 2026
- Install requirements
- Installation requires an active Unity account with a valid license, a supported Unity version, and an existing Unity project.docs-multiplayer.unity3d.com · read 7 Oct 2026
- Intended games
- Unity describes it as suited to games with smaller player counts and less complex game logic, including adding multiplayer to an existing GameObject-based single-player game.docs.unity.com · read 7 Oct 2026
- Matchmaking limit
- Netcode for GameObjects has no matchmaking functionality; Unity’s FAQ says matchmaking must be implemented using third-party services.docs-multiplayer.unity3d.com · read 7 Oct 2026
- Network model
- Its networking can use client- or server-authoritative models.unity.com · read 7 Oct 2026
- Prediction limit
- The documented anticipation components provide building blocks, but a full client-side prediction and reconciliation system must be built by the developer.docs-multiplayer.unity3d.com · read 7 Oct 2026
- Purpose
- Netcode for GameObjects is a high-level networking library for synchronizing GameObjects and world data across multiplayer sessions.docs.unity.com · read 7 Oct 2026
- Scene management
- The package includes integrated scene management that is enabled by default and synchronizes scenes across connected clients.docs-multiplayer.unity3d.com · read 7 Oct 2026
- Security and trust
- Unity’s Trust Center lists a SOC 2 Type II badge, a PCI badge, and a vulnerability reporting and bug bounty program; these are Unity-level disclosures, not a Netcode-specific certification claim.trust.unity.com · read 7 Oct 2026
- Service integration
- Unity Relay works with Netcode for GameObjects to provide Relay networking for GameObject and MonoBehaviour workflows.docs.unity.com · read 7 Oct 2026
- Session integration
- Unity Multiplayer Services sessions are compatible with Netcode for GameObjects, which handles gameplay state replication after players connect.docs.unity.com · read 7 Oct 2026
- Supported platforms
- The installation guide lists Windows, macOS, Linux, iOS, Android, XR platforms on those systems, most closed platforms, and WebGL with specified package versions.docs-multiplayer.unity3d.com · read 7 Oct 2026