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Netcode for GameObjects vs Unity

Netcode for GameObjects

docs.unity.com

Unity

unity.com

Side by side

FigureNetcode for GameObjectsUnity
Price fromFreeFree
Free planYesYes
Free trial—Yes
Open source——
WebYesYes
WindowsYesYes
macOSYesYes
LinuxYesYes
iOSYesYes
AndroidYesYes
API—Yes
Plans published18
Spec score · Game Networking Middleware8.1 (#11)8.6 (#4)
HeadquartersSan Francisco, California, United StatesSan Francisco, California, United States

Plans

Netcode for GameObjects

  • Netcode for GameObjectsFree

Netcode for GameObjects pricing →

Unity

  • Free tierFree
  • Pay-as-you-goPrice not published
  • Pay-as-you-goPriced on request
  • Unity PersonalFree
  • Unity Pro$210 a month
  • Unity Pro$2,310 a year
  • Unity EnterprisePriced on request
  • Unity IndustryPriced on request

Unity pricing →

In their own words

Netcode for GameObjects

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.

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Unity

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