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GameNetworkingSockets vs Netcode for GameObjects

Both stand on game networking middleware. Which one you can start free with, which one lets you read the code, and what each costs once you pay.

GameNetworkingSockets

Free plan APIiPhoneLinux+3

Choose GameNetworkingSockets when a game needs a cross-platform UDP transport layer, peer-to-peer options, or built-in network diagnostics. Look elsewhere if the project needs higher-level entity serialization, delta encoding, or compression included in the library. Steam-only services such as authentication, signaling, and Steam Datagram Relay also depend on Steam.

Visit GameNetworkingSockets

Netcode for GameObjects

Free plan AndroidiPhoneLinux+3

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.

Visit Netcode for GameObjects

The facts

GameNetworkingSocketsNetcode for GameObjects
Free planYesYes
Open sourceNot publishedNot published
Runs onAPI, iPhone, Linux, Mac, Self-hosted, WindowsAndroid, iPhone, Linux, Mac, Web, Windows
Lowest paid planFree or on requestFree or on request
Plans published11
MakerNot publishedNot published
Websitegithub.comdocs.unity.com
On game networking middleware#4 of 29#8 of 29

GameNetworkingSockets: what it does well

  • Carries reliable and unreliable messages over UDP.
  • Handles oversized messages with fragmentation and reassembly.
  • Offers AES-GCM-256 packet encryption and Curve25519 key exchange.
  • Supports NAT traversal through Google WebRTC ICE.
  • Includes latency and packet-loss simulation tools.

What to know first

  • Does not include entity serialization, state delta encoding, or compression.
  • Steam Datagram Relay access is restricted.
  • Console and mobile code access requires contacting Valve.

Netcode for GameObjects: what it does well

  • 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

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