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
ProRoll back colliders in time to where a client had seen them, ensuring accurate hit registration for precision-based gaming.
Automatic Code Stripping
ProProtect 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
ProChange 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.