No server fees. Any player can host, and if they quit, another takes over mid-match. Steam P2P, browser play, record & replay, session intelligence, 5,300+ tests. Live in Undead Night Crew & Dajimo.GONet Legendary is the production-grade edition of GONet for Unity. One-time purchase. Full source code. No CCU caps. No revenue share. No server fees for player-hosted Steam games.OPTIONAL CLOUD SERVICESNo subscription required. LAN, dedicated server, Steam and private WebRTC games run without any Galore service. Optional Galore-hosted extras (public browser session discovery, WebRTC signaling, TURN credentials, replay collection, teammate sharing and Nightwatch AI Insight) may require a monthly GONet Cloud subscription, separate from this purchase. Pricing and terms: https://galoreinteractive.com/gonet/pricingSHIP ON STEAM WITHOUT SERVERSAny player can host. If the host quits or crashes, another player takes over and the match keeps going. Steamworks P2P + Steam Datagram Relay + distributed host with hot-standby failover: no servers to rent, nothing to operate.PROVEN IN SHIPPED GAMES- Undead Night Crew: co-op zombie-apocalypse game on Steam for Windows, macOS and Steam Deck, also playable in a web browser. Developed by Dummy Dojo, published by Galore Interactive.- Dajimo Arena: Team Showdown: our own team FPS, running on distributed host.- And more games in development now. See them on Steam!Every feature below runs in these games today.WHY LEGENDARY- No hosting bill. Peer-hosted Steam games with automatic host failover.- Play in the browser. Unity WebGL + WebRTC for browser demos and lightweight multiplayer web games.- Responsive combat. APSF (beta), authority-partitioned state fusion, can reduce or remove the need for classic lag compensation and server rewind in the right game architectures.- Debug the recording, not the bug report. Record & Replay works locally with no cloud. Nightwatch session intelligence runs in the Unity Editor and as a headless CLI.- Smaller packets, automatically. Courier Dense compression is on by default, and every packet is sent as the smaller of Courier or LZ4, so none ever grows.- Production hardening. Lifecycle contract, pooling safeguards, IL2CPP/code-stripping safety and 5,300+ unit tests.- Own the stack. All networking code lives in your project, under your source control.- Move faster. Fast Iteration Mode, built-in AI agent skills and ticket support.LEGENDARY-EXCLUSIVE FEATURESEverything in GONet Free v1.5, plus:- Distributed host with host migration and failover (non-browser topologies)- Steam Transport: Steamworks P2P + Steam Datagram Relay- Browser/WebGL multiplayer with WebRTC data-channel transport- Public browser session discovery and signaling for GONet Cloud- Guest identity and TURN/STUN credential SDK for web deployments- APSF: Authority-Partitioned State Fusion (great for FPS shot processing in distributed host mode)- Nightwatch session intelligence (Editor + CLI, 8 pattern families, 22 finding codes)- Record & Replay: .gonetreplay v2, keyframe seek, reverse playback, offline analyzers- Courier Dense packet compression, negotiated per connection, with LZ4 fallback- Fast Iteration Mode for near-instant Play mode entry- GONetPoolManager + adaptive object pooling (IGONetPoolResettable)- Predicted pool borrows with finalization and return contracts- Runtime GONetParticipant re-parenting with guards and rate limits- IL2CPP / code-stripping safety (link.xml + [Preserve] + reflection fallback)- AI agent skills for Claude, Cursor, Copilot, Windsurf and Codex- Full source codeALSO INCLUDED FROM GONET FREE v1.5State sync, velocity-augmented sync, SoA + Burst blending, async/await RPCs with server validation, persistent + transient event bus, NTP time sync with Golden Sample filtering, 10-channel QoS routing (+2 in Legendary for failover), LZ4 compression, zero-latency spawning, scene management with Addressables, auto-adjusting quantization baseline, custom blending + serializer plugin APIs, and cross-platform support.LINKSGONet overview: https://galoreinteractive.com/gonetLegendary deep dive: https://galoreinteractive.com/gonet/legendaryPlay the browser sample: https://galoreinteractive.com/gonet/web/playDocumentation: https://galoreinteractive.com/gonet/docsUndead Night Crew showcase: https://galoreinteractive.com/gonet/showcase/undead-night-crewDajimo showcase: https://galoreinteractive.com/gonet/showcase/dajimoDiscord: https://discord.gg/Ba97aMeaEmail: contactus@galoreinteractive.comSYSTEM REQUIREMENTSUnity 6+. Windows / macOS / Linux / iOS / Android. Managed C#, AOT, IL2CPP. Steam Transport features target Steam builds. 64-bit CPU with 4+ cores recommended for server builds.THIRD-PARTY LICENSESGONet includes these open-source libraries (licenses included): Bouncy Castle Crypto (Apache 2.0), Class Type Reference (MIT), MessagePack (MIT), MemoryPack (MIT), Netcode.IO.NET (MIT), Reliable Netcode (MIT), Steamworks.NET (MIT). See Third-Party Notices.txt in the package for details.GONet Legendary: no server fees, ship on Steam, play in the browser, and debug real multiplayer sessions with production-proven tools.- Package version: GONet Legendary v1.7.5- Unity 6+ required (GONet Free v1.5 supports Unity 2022 LTS+)- Platforms: Windows, macOS, Linux, iOS, Android, WebGL; AOT and IL2CPP compatible- API compatibility: .NET Framework and .NET Standard 2.1- Full managed C# source: debuggable, modifiable, no black boxes- Transports: Netcode.IO UDP (native socket I/O with managed fallback), Steamworks P2P + Steam Datagram Relay, browser WebRTC data channels- Topologies: dedicated server, LAN, P2P, Steam and browser-hosted, all with samples- Distributed host: any peer can host; a crashed host is detected in about 2.25 s, a host that quits cleanly in under 1 s, then a survivor promotes itself and the session continues (non-browser topologies)- APSF: Authority-Partitioned State Fusion for responsive action games, proven in Dajimo Arena: Team Showdown (free demo on Steam now)- Serialization: MemoryPack binary; packets go out as the smaller of Courier Dense or LZ4, negotiated per connection- QoS: 10 message channels in Free, 12 in Legendary (+ distributed-host reliable and unreliable channels)- Compile-time code generation (SNAP pipeline) for sync companions, RPC companions, BobWad lookup and serialization providers- WebGL: Unity C# runtime plus browser .jslib bridges for WebRTC and cloud HTTP calls- Testing: 5,300+ EditMode and PlayMode tests across core, pooling, transports, WebGL guards, replay and reliability- Steam: Steamworks.NET is included; your game needs its own Steam App ID and the Steam client running- No subscription required for LAN, dedicated server, Steam or private WebRTC games- Optional GONet Cloud services power the public WebGL flow: open-session discovery, host creation, signaling, guest identity and TURN/STUN credentials. You can replace them with your own backend implementing the same SDK-facing APIs.- Optional Unity packages: com.unity.ugui (sample and browser UI), com.unity.addressables (Addressables scene and prefab loading)- Package contents: GONet core, transports, editor tools, samples, code-generation pipeline, WebGL bridge code and documentationGenerative AI LLMs were used as a collaborative development assistant throughout the creation of GONet Legendary v1.7.Workflow:- Human developer (subject matter expert) identifies needs and sparks ideas based on decades of game development and networking expertise- AI assists with ideation and discussion of approaches- Human architect designs the architecture and way forward- AI assists with implementation details after human designs the solution- Human guides through series of commits, verifying everything at each step- All code and technical decisions ultimately approved and verified by human developerSpecific AI Assistance:- Unit Testing: Thorough test coverage and edge case identification (5,300+ tests)- Implementation Details: Code generation based on human-designed architecture- Bug Identification: Analyzing code for potential issues- Root Cause Analysis: Investigating problems and suggesting fixes- Log Analysis: Parsing large log files to identify patterns and issues- Documentation: Setup guides, release notes, product descriptions, and marketing copy- Session Intelligence: Nightwatch pattern family design and finding-code investigation steps- AI Agent Skills: Pre-packaged skill definitions for Claude, Cursor, Copilot, Windsurf, and Codex — enabling AI-assisted GONet development for end usersKey Point:The human developer's subject matter expertise guides the AI toward real solutions. The human architect makes all architectural and design decisions. AI assists with detailed implementation work, testing, debugging, and documentation. GONet Legendary ships AI agent skill definitions so that end users can also benefit from AI-assisted development with their coding agent of choice.Result:All code and features in GONet Legendary v1.7 reflect human expertise and decision-making, with AI serving as an intelligent assistant for detailed work and analysis. The product is production-proven in Undead Night Crew, a real multiplayer game shipping on Steam.


