Netick is a free, server-authoritative, state-sync networking solution for Unity, built for performance, reliability, and ease of use.Getting Started | Documentation | Github | API Reference | Discord | Netick.netNetick is a free, server-authoritative, state-sync networking solution for Unity, built for performance, reliability, and ease of use. It’s a state-of-the-art networking solution, delivering industry-leading bandwidth efficiency and CPU performance, achieving the lowest bandwidth usage, as shown by open-source benchmarks. Designed with a fundamentally different architecture from other solutions, Netick makes developing cheat-resistant multiplayer games feel almost as simple as writing single-player games. Whether you’re building a competitive shooter, a casual party game, a 200-player battle royale, or a large-scale survival game, Netick is built to handle it all. It’s also the only (state-sync) networking solution for Unity with a built-in replay system and the only free one proven to handle poor network conditions - demonstrated here.What makes Netick vastly superior to other networking solutions is four core pillars:SimplicityNetick makes writing high-end, predicted multiplayer games as straightforward as writing single-player ones. Its minimalistic and intuitive API removes the need for almost all RPCs, allowing you to write simpler and easier-to-maintain code.RobustnessWhile other solutions are plagued by internal de-syncs and race conditions, Netick is completely void of such issues. Netick ensures the entire networked state of the game is synced atomically and fully together in a tick-aligned manner, eliminating all race conditions and de-syncs. Your game will also behave the same way for good and bad connections. Netick is the only solution in the market that offers this guarantee. It is designed from the ground up to satisfy this requirement.Exceptional Bandwidth UsageThanks to a cutting-edge Delta Snapshots algorithm, Netick achieves industry-leading bandwidth usage. Open-source benchmarks show Netick syncing more data with less cost—using 10x higher compression precision than other solutions while still requiring less bandwidth.Radical CPU PerformanceNetick is engineered for performance at scale. Built in high-performance unmanaged C# with a data-oriented approach, Netick achieves an unseen level of performance. You can have 10,000 active objects with zero additional CPU usage. In real-world tests, Netick 2 can compress and write the full transform state of 250 continuously moving objects (syncing position and rotation) to 250 clients in under ~0.35ms on a single core (modern Intel CPU).One user called it “Dark Magic.” We call it next-gen netcode.High-Level FeaturesStable, clean, and powerful API.Client-Side Prediction.Full and Partial Delta Snapshots.Full Snapshot Interpolation.Remote Procedure Calls (RPCs).SandboxingPhysics PredictionCode Gen.Zero GC.And hundreds of other features.Learning Samples And DocumentationOur documentation is extensive, covering every area of the engine. For beginners, the best place to start is the Getting Started Guide.Samples include a Bomberman clone and a simple FPS sample, in addition to a few other community-made samples.Stable, clean, and powerful API.Client-Side Prediction.Full and Partial Delta Snapshots.Full Snapshot Interpolation.Remote Procedure Calls (RPCs).SandboxingPhysics PredictionCode Gen.Zero GC.




