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GONet - Unity GameObject Networking

Production-ready multiplayer networking for Unity with auto-magical GameObject state synchronization.

GONet is a high-performance networking library for Unity that makes multiplayer game development simple and powerful. If you need to network something and a GameObject is involved, GONet is the answer.

Key Features

  • Auto-Magical Data Sync - Add [GONetAutoMagicalSync] to any field and it syncs automatically
  • Zero-Latency Client Spawning - GONetId batch system eliminates spawn delay
  • Enhanced RPC System - Async/await support, server validation, persistent delivery
  • Scene Management - Server-authoritative with late-joiner synchronization
  • Unity Addressables - Full support for scenes and runtime prefab spawning
  • Adaptive Congestion - Auto-scaling packet pools handle burst traffic
  • Velocity-Augmented Sync - 90%+ bandwidth reduction for slow-moving objects
  • Auto-Detection - Zero config local testing (first instance = server)

Quick Start

// 1. Add GONetParticipant to GameObjects
// 2. Mark fields to sync
[GONetAutoMagicalSync] public float health;
[GONetAutoMagicalSync] public Vector3 velocity;

// 3. Use RPCs
[ServerRpc]
async Task<ChatResult> SendChatMessage(string message) { }

[ClientRpc]
void NotifyAllClients(string message) { }

// 4. Network spawning works automatically
GameObject.Instantiate(prefab, position, rotation);

Installation

  1. Import GONet package from Unity Asset Store
  2. Add GONet_GlobalContext prefab to your first scene
  3. Add GONetParticipant component to GameObjects you want to network
  4. Build executable
  5. Hit Play (first instance becomes server, rest become clients)

System Requirements

  • Unity: 2022.3.62f3 LTS or later (tested up to Unity 6)
  • Platforms: Windows, Mac, Linux, iOS, Android
  • API Level: .NET Framework or .NET Standard 2.1
  • Architecture: UDP-only, client-server or LAN

Documentation & Support

What's New in v1.5

  • GONetId Batch System (zero spawn latency)
  • Enhanced RPC System (async/await, validation)
  • Scene Management (server-authoritative)
  • Unity Addressables Support (scenes + prefabs)
  • Adaptive Congestion Management
  • Velocity-Augmented Sync (bandwidth savings)
  • Auto-Detection for Development

See Release Notes for full details.

License

Copyright © 2025 Galore Interactive LLC. All rights reserved.

Full source code included with Unity Asset Store purchase.


Making Unity Multiplayer Simple, Powerful, and Production-Ready

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