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Riptide Networking

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What Riptide Networking is

Riptide Networking is a free C# library for building multiplayer games. It handles network connections and message delivery, while developers decide which data their game sends and when. Its client-server model can use dedicated servers, relay servers, or a client that also acts as the host. True peer-to-peer networking requires changes to the source.

The project lists built-in UDP and TCP transports, plus a Steam transport. Its documentation describes Reliable, Unreliable, and Notify message modes; reliable messages are sent again until delivery is confirmed. Riptide can be used with Unity or in other .NET environments, including console applications. The default UDP transport is supported on PC, Mac, Linux, iOS, and Android. VR and consoles have not been officially tested, and browser-based games are unsupported because there is no web transport.

Riptide is free and is distributed under the MIT license. The project links installation instructions and welcomes bug reports, feature requests, and pull requests; it also links to a Discord server. Player capacity depends on each player's data needs and the available server hardware and bandwidth. Python and Dart/Flutter ports are independently maintained and may not interoperate across versions.

Who it suits

Riptide suits developers building multiplayer games in C# with Unity or another .NET environment who want to choose their own message data and delivery mode. Its server options and listed desktop and mobile UDP support may fit client-server projects, but it does not suit browser-based games.

What it does well

  • Free to use under the MIT license.
  • Works with Unity and other .NET environments.
  • Lists UDP, TCP, and Steam transports.
  • Offers Reliable, Unreliable, and Notify message modes.
  • Supports dedicated servers, relay servers, and host clients.

What to know first

  • Browser-based games are unsupported because there is no web transport.
  • True peer-to-peer use requires source changes.
  • VR and consoles have not been officially tested.

Limits

Browser-based games are unsupported, and true peer-to-peer networking requires source changes. VR and consoles have not been officially tested; player capacity depends on per-player data needs and available server hardware and bandwidth.

Plans

PlanBilled and limitsPrice
Riptide Networking100% free to use · MIT licenseFree

As github.com lists them, read 7 Oct 2026. The maker's own page has the final word.

Getting started

  1. Open the Riptide Networking project on GitHub.
  2. Review the project's installation instructions.
  3. Choose Unity or another .NET environment, including a console application.
  4. Select a listed transport and configure the client-server setup for your project.

Verdict

Choose Riptide if you are building a C# multiplayer game for Unity or another .NET environment and want a free library with multiple transports and message modes. Look elsewhere if the game must run in a browser or requires peer-to-peer networking without source changes.

Questions

How much does Riptide Networking cost?

The listed Riptide Networking plan costs nothing. It is free to use under the MIT license.

Which platforms does it support?

The default UDP transport is supported on PC, Mac, Linux, iOS, and Android. The library can be used with Unity and other .NET environments; VR and consoles have not been officially tested.

Does it work for browser games?

No. The project has no web transport, so it does not work in browser-based games.

What transport and message options does it provide?

The project lists UDP, TCP, and Steam transports. Its documentation describes Reliable, Unreliable, and Notify send modes.

Is Riptide Networking open source?

It is distributed under the MIT license.

Can it support peer-to-peer networking?

Its client-server architecture supports dedicated servers, relay servers, and a client that also acts as host. True peer-to-peer use requires source changes.

Facts from Riptide Networking's own pages

Architecture
The FAQ says it supports dedicated servers, relay servers, and a client that also acts as the host; true peer-to-peer requires source changes. · riptide.tomweiland.net, 7 Oct 2026
Browser limitation
The FAQ says there is no web transport, so Riptide does not work in browser-based games. · riptide.tomweiland.net, 7 Oct 2026
Capacity
The FAQ says supported player count depends on per-player data needs and available server hardware and bandwidth. · riptide.tomweiland.net, 7 Oct 2026
Installation
The project links installation instructions and says it can be used outside Unity in other .NET environments. · github.com, 7 Oct 2026
Message delivery
Its documentation describes Reliable, Unreliable, and Notify message send modes; reliable messages are resent until delivery is confirmed. · riptide.tomweiland.net, 7 Oct 2026
Other-language ports
The repository lists Python and Dart/Flutter implementations, noting that independently maintained ports are not officially affiliated and may not interoperate across versions. · github.com, 7 Oct 2026
Platform compatibility
The FAQ says the default UDP transport works on PC, Mac, Linux, iOS, and Android; VR and consoles have not been officially tested. · riptide.tomweiland.net, 7 Oct 2026
Purpose
Riptide is a lightweight C# networking library primarily designed for multiplayer games. · github.com, 7 Oct 2026
Security and compliance
The opened maker pages state that Riptide is distributed under the MIT license and do not specify security certifications or compliance programs. · github.com, 7 Oct 2026
Support and community
The repository welcomes bug reports, feature requests, and pull requests, and links to a Discord server. · github.com, 7 Oct 2026
Transports
The project lists built-in UDP and TCP transports and a Steam transport. · github.com, 7 Oct 2026
Unity and .NET
The library can be used in Unity and other .NET environments, including console applications. · github.com, 7 Oct 2026
What it does
It provides functionality for establishing connections and sending data while leaving developers to choose what data to send and when. · github.com, 7 Oct 2026

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