PurrNet is our attempt at the purrfect networking solution. Need a dedicated authoritative server? We've got you covered! Prefer a simpler shared authority setup? You're in control!PurrNet is a 100% free solution for Unity, designed by game developers to seamlessly integrate with Unity's workflow. It focuses on ease of use and scalability, offering features like customizable network rules, no need for network objects, and easy object spawning/despawning that follow standard Unity calls. PurrNet includes powerful RPC systems, such as generic, static, and soon-to-be-added awaitable RPCs, all aimed at simplifying multiplayer development. With persistent player data, support for bots, and modular components, it’s built for flexibility without compromising performance or security.Documentation: https://purrnet.gitbook.io/Github Repository: https://github.com/BlenMiner/PurrNetAsset uses LZMA SDK under Public Domain license;LiteNetLib under MIT license;SimpleWebTransport under MIT license;UniTask under MIT license;see Third-Party Notices.txt file in the package for details.100% Free and Open SourceNo paywalls, revenue sharing, or premium versions. Use it freely in any project.Customizable Network RulesDefine your own networking rules or use pre-configured ones like "Unsafe" for freedom or "ServerStrict" for security.Control who can spawn, despawn, assign ownership, and synchronize data.No Network ObjectsUnlike traditional systems, PurrNet doesn’t require network objects. Each NetworkBehavior handles its own identity.Generic RPCsEasily send any data type over the network, including multiple generics. Supported across all RPC types like ServerRpc, ObserversRPC, and TargetRPC.Static RPCsCall RPCs on static methods, removing the need for NetworkIdentity to send data.Easy Spawning & DespawningInstantiating and destroying objects works just like in Unity, with built-in support for networked object pooling.Persistent Player DataTracks player data even after disconnections, storing data across connection, process, or machine.Modular Network ModulesCreate modular, network-aware components with the NetworkModule base class that aren't tied to MonoBehaviours.Support for BotsBots act like clients in the network, receiving ObserversRPCs and TargetRPCs.Built-In Lag CompensationHelps keep multiplayer experiences smooth, even under high-latency conditions.No Scene ID BakingScene IDs are dynamically generated at runtime, avoiding baked IDs and making version control easier.Awaitable RPCsSupport for async/await patterns with RPCs, making it easier to handle networking with modern C# practices.Easy Multiplayer TestingAt runtime, drag and drop prefabs into your hierarchy, and PurrNet will handle automatic spawning and despawning.High-Level API for Quick DevelopmentSimplifies network logic without sacrificing flexibility, allowing for server-authenticated or client-authority setups.Supports Unity's Native WorkflowIntegrates seamlessly with Unity features like prefab nesting, offering fewer restrictions than other networking systems.These features combine to make PurrNet a highly flexible and developer-friendly solution for Unity multiplayer games.