netcode.io
github.com
What it is
netcode.io is a free, open-source client/server protocol for real-time multiplayer games. It uses UDP to exchange unreliable, unordered packets without TCP head-of-line blocking. Game backends can issue connect tokens that authorize clients, while servers assign connecting clients to configured slots and reject connections when slots are full. The protocol supports clean disconnects and timeouts for hard disconnects. Packets are encrypted and signed with libsodium, with protections described against crafted packets, replay attacks, and amplification attacks. IPv4 and IPv6 are supported, along with packet tagging intended to reduce Wi-Fi jitter. Implementations are listed for C, C#, Go, Rust, Unity, Unreal Engine 4, and TypeScript. Builds use CMake on Windows, macOS, and Linux, with CMake 3.16 or later and a vendored libsodium subset by default. The BSD 3-Clause project documents REST-based token requests and reports a nonce-reuse issue affecting versions 1.3.5 and earlier, fixed in 1.4.0.
Spec sheet
- Purpose
- netcode is a secure, connection-oriented client/server protocol for multiplayer games built on UDP.Read 9 Oct 2026 · github.com
- Intended users
- The maker describes the protocol for real-time multiplayer games and shows a backend issuing connect tokens after matchmaking.Read 8 Oct 2026 · github.com
- Support
- The maintainer asks users with build questions to open a GitHub issue and says he will do his best to help.Read 9 Oct 2026 · github.com
- License
- The C implementation is released under the BSD 3-Clause license.Read 9 Oct 2026 · github.com
- Authorized access
- Connect tokens let a game backend authorize which clients can connect to a server.Read 8 Oct 2026 · github.com
- Backend integration
- The documented connection flow has a client request a connect token from a REST API on the game's backend.Read 9 Oct 2026 · github.com
- Build platforms
- The maker says netcode builds with CMake on Windows, macOS, and Linux.Read 8 Oct 2026 · github.com
- Build requirements
- The C library builds with CMake 3.16 or later on Windows, macOS, and Linux, and includes a vendored libsodium subset.Read 9 Oct 2026 · github.com
- Client authorization
- Connect tokens let a game backend authorize which clients may connect to a server.Read 9 Oct 2026 · github.com
- Client slots
- Servers assign clients to slots and deny connections when all slots are occupied.Read 8 Oct 2026 · github.com
- Connection model
- It provides a minimal connection-oriented protocol over UDP for exchanging unreliable, unordered packets.Read 8 Oct 2026 · github.com
- Disconnects
- The protocol supports clean client- or server-side disconnects and timeouts for hard disconnects.Read 8 Oct 2026 · github.com
- Encryption
- Packets are encrypted and signed using the libsodium cryptography library.Read 9 Oct 2026 · github.com
- Implementations
- The repository provides a C implementation and links to C#, Go, Rust, Unity, Unreal Engine 4, and TypeScript implementations.Read 9 Oct 2026 · github.com
- Known version issue
- The project says a nonce-reuse issue affected versions 1.3.5 and earlier and was fixed in 1.4.0.Read 9 Oct 2026 · github.com
- Network support
- The protocol supports IPv4 and IPv6 connections and packet tagging to reduce Wi-Fi jitter.Read 9 Oct 2026 · github.com
- Packet delivery
- It lets applications exchange unreliable, unordered packets over UDP without TCP head-of-line blocking.Read 9 Oct 2026 · github.com
- Packet security
- Packets are encrypted and signed, with protections against crafted packets, replay attacks, and amplification attacks; cryptography uses libsodium.Read 8 Oct 2026 · github.com
- Security reporting
- Vulnerability reports can be submitted privately through GitHub or by email, and fixes are made on the latest release without backports to older release lines.Read 9 Oct 2026 · github.com
- Server slots
- Servers assign connecting clients to a configured slot and deny connections when all slots are occupied.Read 9 Oct 2026 · github.com
- Threat protection
- The project describes protections against crafted packets, replay attacks, and packet amplification attacks.Read 9 Oct 2026 · github.com
Plans and prices
Strong points and limits
Strong points
- Encrypted and signed UDP packets
- Connect-token client authorization
- IPv4 and IPv6 support
- Implementations across several languages
- BSD 3-Clause licensed
Limits
- Matchmaking is not included
- Requires CMake 3.16 or later
- Older versions had a nonce-reuse issue
Who it suits
It is for developers building real-time multiplayer games that need an authenticated UDP client/server transport. It suits teams integrating their own backend matchmaking and token flow.
Verdict
netcode.io supplies a focused UDP protocol for authorized, encrypted multiplayer connections. Developers must provide matchmaking and backend services around its client/server transport.
Where Specifiction places it
- Game Networking Middleware#5 of 298.4