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.

High performance
Networking is built on our next-generation ECS job-processing system, so network tasks are distributed for better performance.

Low latency
Better performance means lower latency. We further reduce latency using geographically distributed infrastructure with Unity game server hosting.
Key Features
Transport layer
A foundational network layer that will balance byte delivery with performance and reliability, and is UDP-based.
Highly modular
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
Before
Latency is a sum of output processing, physical transport of bits, and input processing.
After
While transport is variable to internet conditions, the new networking layer reduces overall latency by minimizing server/client-side processing.
Learn more
fps.sample
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
Manual: Network.Transport
Get all the details – Check out our documentation to learn how network transport works and how to implement it.