Features

Designed to take the complexity out of networking—so you can focus on building

Unique Features

Innovation starts with our framework. Enjoy a set of features that came to Fish-Networking first, before any other free framework.

Update Stability

Fish-Networking prides itself on its No-Break Promise, ensuring updates do not require alteration of user code, keeping you on-top with the best to offer.

Built-in Addressables Support

Unlike other networking solutions, Fish-Networking has addressables support included within core features. Addressable scenes and prefabs are easily implemented.

Local Remote Calls

Fish-Networking allows remote calls to run not only on their intended destination, but also on the caller as well, reducing potential errors and lines of code.

Multi-purpose Remote Calls

Target and Observers remote calls can be used interchangeably, in the same method. Remote calls can be changed between reliable and unreliable on the fly.

Buffered Remote Calls

Often the last value of a remote call must be sent to newly joined clients. Fish-Networking is one of few solutions that offer this ability.

Client-side Prediction

Fish-Networking is the only free solution to provide built-in client-side prediction with only a few lines of code, essential for competitive games.

Lag Compensation

Pro

Roll back colliders in time to where a client had seen them, ensuring accurate hit registration for precision-based gaming.

Automatic Code Stripping

Pro

Protect your game server by removing sensitive logic that players shouldn't be aware of. Remove server code from clients and client code from servers.

Large Packet Handling

Tests show Fish-Networking effectively sends from a few to a few hundred megabytes over the network, while other solutions throw errors.

Child Network Components

Allow for easier design and better code organization by using components such as Network Objects or Network Behaviours on child objects.

Predicted Collision Events

Reliable Trigger and Collision callbacks (Enter, Exit, Stay) that remain synchronized during client-side prediction across a variety of collider types.

Custom Network Middleware

Intercept and modify incoming or outgoing network data to implement custom encryption, checksums, or data transformation logic.

Custom SyncTypes

Create logic on how something may be updated over the network. Create your own Custom SyncType using the exposed framework.

Advanced Scene Management

Built-in logic to control separation of clients through single, additive, and stacked scenes. Powerful for world streaming, dungeon instances, and lobbies.

Automatic Prefab Detection

Networked prefabs are automatically detected by the framework. Changes made to networked objects are automatically known and configured.

Runtime Parenting

Pro

Change the parent of networked objects at runtime. Ensure jitter-free movement when players stand on platforms and more.

Built-in Object Pool

Automatically reset and pool network objects. Objects can be set to pool at runtime or be pre-configured on the NetworkObject.

Zero Hotpath Allocations

Fish-Networking does not allocate garbage regularly, ensuring better scalability and all-around performance compared to other solutions.

Offline Networked Objects

Objects can be placed or spawned locally without being networked, then synchronized over the network when needed.

Enhanced Features

We add more to the fundamentals - giving you more flexibility and an improved workflow.

Advanced Serializables

Supports more object types to be serialized than any other free solution. Dictionaries, scriptable objects, nullables and more are automatically serialized.

Area of Interest System

Multiple AOI conditions can run at once, allowing separation by scenes and distance simultaneously. Easily customizable with your own logic.

Flexible Remote Calls

A single remote call method can run both reliably and unreliably. Change the reliability effortlessly at runtime.

SyncType Flexibility

Send reliable or unreliable with eventual consistency. Different intervals per SyncType, callbacks on server and client, and control who receives values.

Tick Based

Strong and efficient tick-based core for accurate simulation, client-side prediction, and smooth transform replication.

Complete XML Documentation

Provides complete XML coverage with well thought-out descriptions to make developing easier without constantly jumping through source code.