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NetCrafter Relay preview
Unity

NetCrafter Relay

By Pivec Labs

$45

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $31.50. The latest store price is $45.

Recorded prices for NetCrafter Relay 4 price observations from Oct 7, 2026 to Nov 3, 2026. Lowest recorded price $31.50. Exact dates and prices are listed below. $0.00 $22.50 $45.00 Oct 7, 2026: $31.50. Unity New Release Discount 2026-10-07 2026-10-21 Oct 7, 2026: $31.50. Unity New Release Discount 2026-10-07 2026-10-21 Oct 7, 2026: $45. Unity First Price 2026-10-07 2026-10-07 Nov 3, 2026: $45. Latest store price Oct 7, 2026 Nov 3, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$45Latest store price
$45Unity First Price 2026-10-07 2026-10-07
$31.50Unity New Release Discount 2026-10-07 2026-10-21
$31.50Unity New Release Discount 2026-10-07 2026-10-21

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About NetCrafter Relay

  • Tools, Systems & Learning > Game Templates & Systems
  • Tools, Systems & Learning > Development Tools & Automation
  • Tools, Systems & Learning > Learning & Tutorials
NetCrafter Relay eliminates the repetitive, error-prone work of wiring Unity clients to a self-hosted relay server. Instead of hand-writing connection managers, NAT traversal code, join-code matchmaking, and network sync logic, you define your game's message protocol once in a visual schema editor — and NetCrafter Relay generates everything else.

WHAT IT DOES

Define your messages, server events, data models, host actions, and sync rules in NetCrafter Relay's visual editor. Click Generate. Instantly receive:

A typed C# connection manager for your Unity client
Typed C# request and event classes matching your schema
Real-time transform, rigidbody, and Animator parameter sync — no manual serialisation code
A one-command install script that stands up a fully working coturn (TURN) relay server and join-code matchmaking service on your own Linux box

Change your schema, regenerate, and your code updates automatically — no manual synchronisation.

WHY NETCRAFTER RELAY

Peer-to-peer multiplayer sounds simple until NAT traversal gets involved. Most home and mobile connections sit behind NAT that direct peer connections can't cross reliably — you need a relay server (TURN) and a way for players to find each other (a join code). Setting that up correctly — server config, credential security, matchmaking, disconnect handling — is real infrastructure work most developers don't want to do before writing a single line of game logic.

NetCrafter Relay compresses that work to minutes, and — critically — the relay server it deploys costs nothing to run. The included install script deploys cleanly to Oracle Cloud's Always Free tier (a genuinely free, no-time-limit Linux VPS), or any inexpensive Linux box from any provider, typically a few dollars a month at most. There's no ongoing platform fee, no per-player cost, and no dependency on Pivec Labs' own infrastructure — you own and control your server, forever, at whatever cost you choose.

Define your protocol, run one install script, and start building your game.

BUILT FOR SMALL GAMES, NOT ENTERPRISE INFRASTRUCTURE

If you're building a competitive 5v5 shooter, a battle royale, or an MMORPG, you need dedicated servers, matchmaking at scale, and third-party platform integrations — that's a different tool for a different job. Check out NetCrafter Pro for SFS3.

If you're building a small co-op or PvP game — 2 to 4 players, a game jam project, an indie title you want to ship without a hosting bill — NetCrafter Relay is built specifically for that:

No third-party accounts. No Steam integration, no PlayFab signup, no cloud hosting dashboard to configure. Just a Linux server you already control.
No ongoing hosting costs, ever. Other multiplayer solutions that support dedicated servers typically mean a hosting bill that scales with your players. NetCrafter Relay's server runs on a free-tier VPS with zero usage-based billing — the same server keeps working whether you have 2 players or 200 sessions a day.
Your own protocol, not a pre-built system you configure. Rather than fitting your game into a ready-made lobby/matchmaking/character system, NetCrafter Relay generates the exact networked messages your game actually needs, from a schema you define.

NetCrafter Relay isn't trying to be a competitive-multiplayer platform. It's the fastest path from "I have a small multiplayer game idea" to "two players are actually connected and playing," without a hosting bill or a third-party account in sight.

KEY FEATURES

Visual schema editor — define messages, events, models, host actions, and sync rules without writing boilerplate
Instant code generation — generates production-ready C# client and connection code from your schema in one click
Four complete tutorials — Chat, Co-op, Character, and Racing multiplayer — all included
One-command server setup — a single install script configures coturn and the rendezvous (join-code) service on any Ubuntu Linux server, including free-tier cloud instances
Runs on genuinely free infrastructure — deploys to Oracle Cloud's Always Free tier at zero ongoing cost, or any low-cost Linux VPS
Scene Assistant — creates connection manager prefabs and event bindings automatically, schema-scoped so multiple demos never collide
Sync Rules — declarative Transform, Rigidbody, and Animator parameter sync with configurable intervals — no manual serialisation code
Built-in disconnect detection — silence-based peer timeout with a clean event your game code can hook into
Player-facing connection status — clear, plain-language connection error messages, not raw exception text
Definition Tools — create, duplicate, rename and import schemas across projects
Professional documentation — Manual, API Reference, Server Deployment Guide, and step-by-step tutorial docs included

INCLUDED TUTORIALS

Four fully worked multiplayer tutorials are included — each with complete source code and a step-by-step HTML guide:

Chat — named login, real-time broadcast, scroll view UI
Co-op — shared arena, item pickups, host-authoritative scoring, 2-4 player support
Character — Unity Third Person Controller sync, full animation state sync, player name display (requires Unity's free Starter Assets — Third Person package, imported separately from the Unity Asset Store)
Racing — car physics sync, host-authoritative lap timing, multi-player with colour-coded cars (requires two free Unity Asset Store packages, imported separately: ARCADE: FREE Racing Car and Cartoon Race Track - Oval)

Each tutorial demonstrates a complete end-to-end multiplayer implementation — from schema definition through to real players connecting over the internet via a real join code.

Third-party assets required for the Character and Racing tutorials are free and not included in this package — links are provided in the tutorial documentation. All other tutorials (Chat, Co-op) are fully self-contained with no external dependencies.

REQUIREMENTS

Unity 6.3 LTS or later
A Linux server you control — a free Oracle Cloud Always Free tier instance is sufficient, or any inexpensive Ubuntu VPS
Windows x64 development machine
Character tutorial only: Unity's free Starter Assets — Third Person package (Unity Asset Store, imported separately)
Racing tutorial only: ARCADE: FREE Racing Car and Cartoon Race Track - Oval, both free (Unity Asset Store, imported separately)

No proprietary server software, no per-seat server licence, and no ongoing platform fees. Your relay server, your infrastructure, your cost — which can be zero.

DOCUMENTATION

Getting Started Guide
Manual (full feature reference)
API Reference
Server Deployment Guide
Four step-by-step tutorial guides
Changelog

All documentation is included in the package as offline HTML — no internet connection required to read it.

SUPPORT

Support via the Unity Asset Store publisher page. Publisher: Pivec Labs

Unity price last checked .

Prices and availability may change.