Netick
netick.net
What it is
Netick is a free networking solution for building server-authoritative, state-sync multiplayer games in Unity. It uses tick-aligned simulation, snapshot interpolation, delta compression and an abstract transport layer. Client-side prediction combines prediction and reconciliation while keeping the server authoritative, and a built-in replay system can record full games. Developers can run clients and multiple servers within one Unity project and instance. Netick says it adapts to poor network conditions to maintain smooth gameplay. Interest Management and Lag Compensation are listed as Pro features; they can reduce server load and bandwidth, help prevent wallhacks, and support authoritative hit detection. LiteNetLib is the default transport. Official integrations add Unity Transport options such as UDP, WebSocket and Unity Relay, while the EOS transport provides relays, lobbies, NAT punchthrough and relay fallback. The free plan is free. Installation requires Unity Editor 2021 or later and Unity Package Manager using a Git URL. Supported platforms depend on transport.
Spec sheet
- Product
- Netick is a free, server-authoritative, state-sync networking solution for Unity.Read 30 Sep 2026 · netick.net
- Integrations
- The official Unity Transport integration supports UDP, WebSocket, Unity Relay, and cross-platform connectivity between WebGL and native clients.Read 30 Sep 2026 · github.com
- Security
- The Unity Transport integration offers optional TLS encryption for WebSocket and DTLS encryption for UDP.Read 30 Sep 2026 · github.com
- Support
- The documentation directs users with questions or requests to the Netick Discord community and offers custom engine integration by email.Read 30 Sep 2026 · netick.net
- Default transport
- The getting-started guide says Netick uses LiteNetLib by default.Read 30 Sep 2026 · netick.net
- EOS integration
- The official EOS transport provides EOS relays, lobby creation and discovery, NAT punchthrough, and relay fallback.Read 30 Sep 2026 · github.com
- Installation
- The official repository requires Unity Editor 2021 or later and installs through Unity Package Manager from a Git URL.Read 30 Sep 2026 · github.com
- Networking
- Netick uses tick-aligned simulation, snapshot interpolation, delta compression, and an abstract transport layer.Read 30 Sep 2026 · netick.net
- Performance
- The maker reports 10,000 active objects with zero additional CPU usage and a test compressing and writing 250 moving objects to 250 clients in under approximately 0.35 ms on one modern Intel CPU core.Read 30 Sep 2026 · netick.net
- Poor connections
- Netick automatically adapts to bad network conditions while maintaining smooth gameplay.Read 30 Sep 2026 · netick.net
- Prediction
- Client-side prediction uses prediction and reconciliation while maintaining server authority.Read 30 Sep 2026 · netick.net
- Pro features
- Interest Management reduces server load and bandwidth and can prevent wallhacks, while Lag Compensation supports authoritative hit detection.Read 30 Sep 2026 · netick.net
- Replay
- Netick includes a built-in full-game replay system.Read 30 Sep 2026 · netick.net
- Sandboxing
- Sandboxing lets developers run servers and clients in the same Unity project and run multiple servers in one Unity instance.Read 30 Sep 2026 · netick.net
Plans and prices
Strong points and limits
Strong points
- Free plan at free
- Built-in full-game replay system
- Supports prediction and reconciliation
- Offers Unity Transport and EOS integrations
- Rollback netcode and matchmaking are supported
Limits
- Interest Management and Lag Compensation are Pro features
- Requires Unity Editor 2021 or later
- Platform availability depends on transport
Who it suits
Netick suits Unity developers building client-server multiplayer games who need state synchronization, prediction, replay, or matchmaking. Its transport-dependent support spans Windows, macOS, Linux, Android, iOS, PlayStation, Xbox, Nintendo Switch and WebGL.
Verdict
Netick combines server authority, prediction, replay, and multiple transport integrations in a Unity networking solution. Check transport and platform requirements, and note that Interest Management and Lag Compensation are Pro features.
Where Specifiction places it
- Game Networking Middleware#17 of 297.9