Mirror Networking vs Netick
Mirror Networking
mirror-networking.comNetick
netick.netSide by side
| Figure | Mirror Networking | 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 |
| Plans published | 1 | 1 |
| Spec score · Game Networking Middleware | 8.1 (#10) | 7.9 (#17) |
| Integrations | Additional transports connect Mirror with Steam, Epic Online Services, Edgegap Relay, and third-party LiteNetLib and ENet implementations. | The official Unity Transport integration supports UDP, WebSocket, Unity Relay, and cross-platform connectivity between WebGL and native clients. |
| Product | Mirror is a system for building multiplayer capabilities for Unity games. | Netick is a free, server-authoritative, state-sync networking solution for Unity. |
| Security | The maker says Mirror follows common information security practices, has over 80% test coverage, and relies on no closed-source dependencies other than Unity. | The Unity Transport integration offers optional TLS encryption for WebSocket and DTLS encryption for UDP. |
| Support | The maker invites users to contact [email protected] with questions or policy review requests and says it is happy to help with projects. | 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
Mirror Networking
Mirror Networking is a free system for adding multiplayer capabilities to Unity games. It uses a server-authoritative model by default and supports dedicated servers as well as client hosts. Core tools include message handlers, serialization, distributed object management, and state synchronization. Unity components such as NetworkManager, NetworkIdentity, and NetworkBehaviour connect game objects and scripts, with automatic synchronization for transforms and script variables. Built-in transport choices include KCP UDP, Telepathy TCP, WebSockets, a multiplexer, latency simulation, encryption, and Edgegap Relay. Other transport connections include Steam, Epic Online Services, LiteNetLib, and ENet. Mirror is MIT licensed, with no paywalls or CCU costs. The maker says it stores no user data and performs no tracking, analytics, or advertising. Its feature list marks lag compensation and encryption as Beta, unreliable sync mode as in development, and bitpacking and prediction as being researched. The GitHub README recommends Unity 2019, 2020, 2021, 2022 LTS, or 6000.1 to get started.
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.