FishNet vs Netick
FishNet
fish-networking.gitbook.ioNetick
netick.netSide by side
| Figure | FishNet | Netick |
|---|---|---|
| Price from | Free | Free |
| Free plan | Yes | Yes |
| Free trial | — | — |
| Open source | — | — |
| Web | Yes | Yes |
| Windows | Yes | Yes |
| macOS | Yes | Yes |
| Linux | Yes | Yes |
| iOS | Yes | Yes |
| Android | Yes | Yes |
| Self-hosted | Yes | — |
| Plans published | 2 | 1 |
| Spec score · Game Networking Middleware | 8.7 (#3) | 7.9 (#17) |
| Integrations | The community integration list includes voice, server hosting and lobby tools, gameplay extensions, utilities, and Steamworks wrappers; the project says it does not officially maintain these assets or guarantee their support. | The official Unity Transport integration supports UDP, WebSocket, Unity Relay, and cross-platform connectivity between WebGL and native clients. |
| Pro features | FishNet Pro includes lag compensation and automatic code stripping, which removes sensitive server logic from client builds. | Interest Management reduces server load and bandwidth and can prevent wallhacks, while Lag Compensation supports authoritative hit detection. |
| Security | The documentation describes customizable authenticators that require a client to pass authentication before communicating with the game server. | The Unity Transport integration offers optional TLS encryption for WebSocket and DTLS encryption for UDP. |
| Support | The docs direct users to troubleshooting guides and the official Discord community for help, and say Pro purchases can include priority support. | The documentation directs users with questions or requests to the Netick Discord community and offers custom engine integration by email. |
Plans
In their own words
FishNet
FishNet is a networking solution for Unity games using a client-server model and a server-authoritative design. It supports dedicated servers, while developers can also run a server and client together for development and testing. Users may choose a host, including self-hosting or player-hosted servers, and the free plan has no CCU caps or paywalls. Its high-level API synchronizes state, logic, and objects; events and inheritance provide lower-level functionality. Built-in client-side prediction includes desynchronization smoothing and Rigidbody prediction, and Addressables support covers network scenes and prefabs. Other listed tools include buffered remote calls, area-of-interest controls, configurable SyncTypes, tick-based timing, and broadcasts. Customizable authenticators can require client authentication before server communication. Communication is unencrypted by default; FishyUnityTransport can enable DTLS for UDP or TLS for WebSocket. FishNet costs nothing. FishNet Pro costs $50, paid once and adds lag compensation and automatic removal of sensitive server logic from client builds. The documentation says prediction collider components currently support primitive shapes such as boxes, spheres, and circles.
Netick
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.