Netcode for GameObjects is a Unity networking library for synchronizing GameObjects and world data in multiplayer sessions. Unity describes it as suited to games with smaller player counts and less complex game logic, including adding multiplayer to an existing GameObject-based single-player game. Networking can use client- or server-authoritative models. NetworkBehaviour components use NetworkVariables to synchronize state and RPCs to send messages over the network. Integrated scene management is enabled by default and synchronizes scenes among connected clients. Unity Transport is the default transport. Unity Relay works with the package for Relay networking in GameObject and MonoBehaviour workflows; Unity Multiplayer Services sessions are also compatible, with the package handling gameplay state replication after players connect. It is free, but installation requires an active Unity account with a valid license, a supported Unity version, and an existing Unity project. The installation guide lists Windows, macOS, Linux, iOS, Android, XR platforms on those systems, most closed platforms, and WebGL with specified package versions. The package has no matchmaking functionality, and a full client-side prediction and reconciliation system must be built by the developer.
Who it is for
It suits Unity developers adding multiplayer to GameObject-based games with smaller player counts and less complex game logic. Developers who need matchmaking or full client-side prediction and reconciliation must build or use other solutions.
What is good
- Supports client- or server-authoritative networking
- Synchronizes scenes across connected clients
- Uses Unity Transport by default
- Free Unity package
What to know first
- Requires a valid Unity account and license
- Does not include matchmaking
- Full prediction and reconciliation must be built
Verdict
Netcode for GameObjects provides synchronization and scene management for Unity multiplayer projects. Its intended scope is smaller-player-count games, and developers must supply matchmaking and a full prediction-and-reconciliation system themselves.
Netcode for GameObjects plans and pricing
All plansCompared on game networking middleware
- Free plan
- Yes
- Network model
- hybrid
- Supported platforms
- Windows, macOS, Linux, iOS, Android, and most closed platforms such as consoles
- Transport protocols
- UDP, DTLS, and secure WebSocket (WSS)




