New Networking Library
Take advantage of our purpose-built networking library, delivering multi-threaded
performance and game optimization.
Performant network code for games
Built for games
Unity’s networking library is designed for performance to address the exacting requirements of real-time multiplayer games.
Networking is built on our next-generation ECS job-processing system, so network tasks are distributed for better performance.
Better performance means lower latency. We further reduce latency using geographically distributed infrastructure with Unity game server hosting.
A foundational network layer that will balance byte delivery with performance and reliability, and is UDP-based.
This flexibility means you can easily optimize for fast-paced shooters, frame-sensitive fighting games and more.
Built for ECS
Leveraging the new network libraries today means you benefit from performance while future-proofing for Unity’s coming ECS-based architecture.
Minimize latency with the new networking foundation
Latency is a sum of output processing, physical transport of bits, and input processing.
While transport is variable to internet conditions, the new networking layer reduces overall latency by minimizing server/client-side processing.
Learn how to create a fast paced, first person shooter game with lean netcode, separate server/client binaries and more.
Unite LA: Networking Deep Dive
Learn more about Unity’s new transport layer and how it will work with ECS