
Simple, beginner-friendly networking API for learning multiplayer game development. Perfect for prototypes, game jams, and understanding how sync and commands work.SnapNet - Lightweight Networking API for UnitySnapNet is a minimal, easy-to-integrate multiplayer API designed for prototyping, game jams, and LAN-based gameplay. Built on a deterministic tick system with client-host architecture, SnapNet allows you to synchronize custom objects and commands using TCP—without external dependencies.No need to manage packet IDs, assign object types manually, or set up complex RPCs. Just inherit from NetBehaviour or NetCommand, and SnapNet handles the rest via automatic type registration.✨ Features:🔧 Custom NetBehaviour syncing with position/state🎮 Player-controlled commands like shooting, movement, and actions🧠 Deterministic tick-based logic (great for simulation clarity)⚡ Built-in host/client connection system via TCP🔁 Auto-assigned networkId and type hash per object📦 Lightweight DLL with no dependencies outside of Unity🎯 Perfect for:Students learning networkingIndie devs building prototypes or game jam entriesDevelopers transitioning from single-player to multiplayer logicAnyone who wants to understand what’s going on behind the scenesSnapNet doesn’t hide the logic — it teaches it. The code is structured to be clear, traceable, and minimal. Whether you're syncing a player, firing a bullet, or handling a disconnect, you always know exactly how and when things happen.Key Features:Lightweight client-host TCP networkingDeterministic tick-based update loopCustom object synchronization via NetBehaviourAuto-assigned networkId and type-based hashing (typeId)Command system (NetCommand) with automatic execution on hostAutomatic type registration through reflectionBuilt-in disconnect handling with cleanupSingle-DLL solution with no external dependenciesWorks over LAN or Internet (with IP/port)Designed for learning, prototyping, and game jams