Netcode for GameObjects
docs.unity.com
What it is
Netcode for GameObjects is Unity’s high-level 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 adding multiplayer to an existing GameObject-based single-player game. Networking can use client- or server-authoritative models. NetworkBehaviour components use NetworkVariables to synchronize state and RPCs to send messages over the network. Integrated scene management is enabled by default and synchronizes scenes across connected clients. Unity Transport is the default transport, while Unity Relay can provide Relay networking for GameObject and MonoBehaviour workflows. Unity Multiplayer Services sessions are compatible with the package, which handles gameplay state replication after players connect. The package is free, but installation requires an active Unity account with a valid license, a supported Unity version, and an existing project. Supported platforms listed include Windows, macOS, Linux, iOS, Android, XR platforms on those systems, most closed platforms, and WebGL with specified package versions. There is no matchmaking functionality; developers must use third-party services for matchmaking. A full client-side prediction and reconciliation system must also be built by the developer.
Spec sheet
- Purpose
- Netcode for GameObjects is a high-level networking library for synchronizing GameObjects and world data across multiplayer sessions.Read 7 Oct 2026 · docs.unity.com
- Headquarters
- San Francisco, California, United StatesRead 28 Sep 2026 · docs.unity.com
- Company
- Unity’s SEC filing states that Unity was founded in Denmark in 2004 and has principal corporate offices in San Francisco, California.Read 7 Oct 2026 · sec.gov
- Core synchronization
- NetworkBehaviour components use NetworkVariables to synchronize state and RPCs to send messages over the network.Read 7 Oct 2026 · docs-multiplayer.unity3d.com
- Default transport
- Netcode for GameObjects uses Unity Transport by default.Read 7 Oct 2026 · docs-multiplayer.unity3d.com
- Install requirements
- Installation requires an active Unity account with a valid license, a supported Unity version, and an existing Unity project.Read 7 Oct 2026 · docs-multiplayer.unity3d.com
- 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.Read 7 Oct 2026 · docs.unity.com
- Matchmaking limit
- Netcode for GameObjects has no matchmaking functionality; Unity’s FAQ says matchmaking must be implemented using third-party services.Read 7 Oct 2026 · docs-multiplayer.unity3d.com
- Network model
- Its networking can use client- or server-authoritative models.Read 7 Oct 2026 · unity.com
- Prediction limit
- The documented anticipation components provide building blocks, but a full client-side prediction and reconciliation system must be built by the developer.Read 7 Oct 2026 · docs-multiplayer.unity3d.com
- Scene management
- The package includes integrated scene management that is enabled by default and synchronizes scenes across connected clients.Read 7 Oct 2026 · docs-multiplayer.unity3d.com
- 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.Read 7 Oct 2026 · trust.unity.com
- Service integration
- Unity Relay works with Netcode for GameObjects to provide Relay networking for GameObject and MonoBehaviour workflows.Read 7 Oct 2026 · docs.unity.com
- Session integration
- Unity Multiplayer Services sessions are compatible with Netcode for GameObjects, which handles gameplay state replication after players connect.Read 7 Oct 2026 · docs.unity.com
- 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.Read 7 Oct 2026 · docs-multiplayer.unity3d.com
Plans and prices
Strong points and limits
Strong points
- Free Unity package
- Supports client- and server-authoritative models
- Scene management synchronizes connected clients
- Unity Transport is the default transport
- Compatible with Unity Multiplayer Services sessions
Limits
- Requires a valid Unity account and license
- Does not include matchmaking functionality
- Full client-side prediction and reconciliation must be built
Who it suits
It suits Unity developers making multiplayer games with smaller player counts and less complex game logic, or adding multiplayer to an existing GameObject-based game. Teams needing matchmaking or full client-side prediction must plan to build or obtain those capabilities separately.
Verdict
Netcode for GameObjects supplies core synchronization and scene-management capabilities for Unity multiplayer projects. Its stated scope is narrower than a complete matchmaking and prediction solution, and installation depends on a licensed Unity account and project.
Where Specifiction places it
- Game Networking Middleware#11 of 298.1