Multiplayer & Networking
Real-time and turn-based multiplayer for mobile, with an architecture chosen for your player counts, cheating risk and hosting budget.
The first multiplayer question isn’t which library to use; it’s who owns the truth. In competitive games an authoritative server simulates the match and clients send only inputs. In co-op or casual games, a player host or client-owned objects can be good enough, and much cheaper to run. Choosing a stack. Netcode for GameObjects fits projects that want to stay inside Unity’s ecosystem, with Unity Transport, Relay, Lobby and Linux dedicated server builds. Photon Fusion is a managed option with tick-based prediction and lag compensation built in. Mirror and FishNet are open-source alternatives…