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GONet preview
Unity

GONet

By Galore Interactive

Current price
FREE
Lowest recorded
FREE
68 likes
GONet preview 1 1 / 11

Price history

Lowest recorded standalone price: FREE. Recorded observations span to . This is our available history, not a guaranteed all-time low. Bundle package prices are separate.

Recorded prices for GONet Price history over the last three months. The solid stepped line shows standalone prices, including inferred periods. Blue lines with diamond markers show bundle package prices. Offer details follow the graph. $0.00 $0.50 $1.00 Aug 8, 2026 Nov 8, 2026
Standalone price

Last three months, in USD. Bundle prices cover the whole package.

About GONet

  • Tools, Systems & Learning > Game Templates & Systems
GONet is the production-ready multiplayer networking solution for Unity with tight integration into the Unity architecture. If you want multiplayer, you need GONet. NEW in v1.5 RPC System Production-grade Remote Procedure Calls with async/await support, server-side validation hooks, persistent RPCs delivered to late-joiners, and deferred execution for components not ready yet. Scene Management Server-authoritative networked scene loading with Build Settings AND Unity Addressables support. Client scene change requests require server approval. Automatic late-joiner scene synchronization with extensibility hooks for validation. Unity Addressables Support Full integration for scenes AND runtime prefab spawning. No Resources folder restrictions - organize prefabs anywhere. Efficient asset bundles via Addressables groups. Platform-specific asset variants. Zero configuration - auto-detected when package installed. Adaptive Congestion Management Automatic network pool scaling from 1,000 to 20,000 packets/tick based on demand. Handles burst spawning gracefully. Prevents "Ring buffer is full" errors. Auto-Detection for Development Zero configuration local testing - just hit Play! First instance starts as SERVER, additional instances connect as CLIENTS automatically. Works in Editor AND builds. Velocity-Augmented Sync Massive bandwidth savings for slow-moving/rotating objects. Eliminates micro-jitter for platforms, turrets, doors. Intelligent switching between velocity and absolute values. GONetId Batch System Pre-allocated ID ranges eliminate spawn latency for client-owned objects. Zero spawn delay with 200-1000 IDs pre-allocated per batch. Automatic refill at 50% threshold with rare edge-case "limbo mode" handling. Core Features Auto-Magical Data Sync Transform, Animator, Custom Fields - Add [GONetAutoMagicalSync] attribute to any field and it syncs automatically. GameObject.Instantiate() works as expected - networked automatically. Value blending handles packet loss gracefully. RPC System Three RPC types: [ServerRpc] (Client→Server), [ClientRpc] (Server→All clients), [TargetRpc] (Targeted delivery). Async/await support, validation hooks, persistent delivery to late-joiners. Event Bus System Publish/Subscribe architecture with transient and persistent events. Custom event classes promote clean, decoupled architecture. Network Transport UDP-only (unreliable+unordered fast, reliable+ordered RUDP). Encryption via customized Bouncy Castle Crypto API. Multi-level API: high-level convenience + low-level control when needed. Serialization & Compression Custom bit-packing tighter than MessagePack. LZ4 compression for bulk data. Configurable quantization trades precision for bandwidth. Custom serializers via IGONetAutoMagicalSync_CustomSerializer. Platform Support All managed C#, no native libraries. AOT compilation support (iOS). IL2CPP supported. Windows, Mac, Linux, iOS, Android, consoles. Unity 2022.3.62f3 LTS or later required. Late-Joining Client Support New clients receive full world state on connect. Persistent events delivered automatically. Scene synchronization loads correct scene. GONetId assignments for scene-defined objects. Logging Custom-built GONetLog system. Multi-threaded, cross-platform. Console output in Editor, file output in builds (Application.persistentDataPath/logs). Configurable levels with comprehensive context. Coming Soon: GONet PRO Keep your eyes peeled! GONet PRO is coming and it's going to blow your minds. We're talking game-changing features for production games at scale. Stay tuned to our Discord for announcements. Support What's Included: Comprehensive tutorials, examples, documentation. Active Discord community. Forum and email support. Regular updates and bug fixes. Full source code access. We're Here to Help You Succeed: Don't hesitate to reach out - we're happy to work with teams of all sizes to help you achieve success with your multiplayer game. Whether you're just getting started or shipping to production, we're here to support you. Need More? Professional support, custom feature development, architecture reviews, launch support, direct collaboration with the GONet team. System Requirements Development: Unity 2022.3.62f3 LTS or later, .NET Framework or .NET Standard 2.1, 64-bit CPU with 4 cores. Runtime: Baseline Unity player requirements, 64-bit CPU, Network connection. Third-Party Licenses GONet includes the following open-source libraries: Bouncy Castle Crypto (Apache 2.0), Class Type Reference (MIT), MessagePack (MIT), MemoryPack (MIT), Netcode.IO.NET (MIT), Reliable Netcode (MIT). Get Started Today Ready to build multiplayer? 1. Import GONet package 2. Add GONet_GlobalContext prefab to your first scene 3. Add GONetParticipant to GameObjects 4. Build executable 5. Hit Play (for local play: first one in becomes server, the rest become clients). That's it! Your game is now networked.

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