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.
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. Deploy anywhere Unity runs.
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.
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. Illustrates real-time state sync, hit detection, and team-based authority management.

The paid evolution of GONet. Everything in GONet free, plus premium features for serious multiplayer games, with ticket support included.
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.
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 bundle as early access.
GONet free gets you started today. GONet Legendary takes you to production with Steam transport, cloud replays, host failover, ticket support, and more.
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. Free core features list verified against the v1.5b5-likely tag; Legendary coming-soon grid verified against the v1.6 branch; UNC flagship attribution verified against the Steam store API (Dummy Dojo developer, Galore Interactive publisher).