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.
- 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)
// 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);- Import GONet package from Unity Asset Store
- Add
GONet_GlobalContextprefab to your first scene - Add
GONetParticipantcomponent to GameObjects you want to network - Build executable
- Hit Play (first instance becomes server, rest become clients)
- 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
- Discord: https://discord.gg/NMeheRHQgd (fastest response)
- Website: https://galoreinteractive.com/gonet
- Email: contactus@galoreinteractive.com
- Tutorial Video: https://www.youtube.com/watch?v=fs1flIi35JM
- 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.
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