Side by side
GGRS 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.
Free plan APILinuxMac+2
GGRS provides rollback networking and several session types, with UDP and custom transport options. It does not provide working automatic matchmaking in its demos at present, and an integrating game must manage its own state.
Visit GGRS 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 GameObjectsThe facts
| GGRS | Netcode for GameObjects | |
|---|---|---|
| Free plan | Yes | Yes |
| Open source | Not published | Not published |
| Runs on | API, Linux, Mac, Web, Windows | Android, iPhone, Linux, Mac, Web, Windows |
| Lowest paid plan | Not published | Free or on request |
| Plans published | None | 1 |
| Maker | Not published | Not published |
| Website | github.com | docs.unity.com |
| On game networking middleware | #12 of 29 | #8 of 29 |
GGRS: what it does well
- Supports multiplayer, spectator, and sync-test sessions.
- Handles input prediction, rollback, and desync detection.
- Offers UDP and custom transport options.
- Browser builds can use WebAssembly support.
What to know first
- Games must save and load their own state.
- Hosted demo matchmaking is currently offline.
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
Alternatives to GGRS Alternatives to Netcode for GameObjects The whole list