Netcode for GameObjects review
A free, open-source Unity networking package for smaller-scale multiplayer games.
Reviewed by iTechGuides Editors · Editorial team · Updated Oct 2026
Netcode for GameObjects is a high-level networking package from Unity Technologies for multiplayer games built around GameObject and MonoBehaviour workflows. It synchronizes networked GameObjects and world data across sessions, while NetworkManager, NetworkTransform, NetworkBehaviour, and Unity Transport provide the main development building blocks. The package targets Unity 6 and supports Windows, macOS, Linux, iOS, Android, and many closed platforms such as consoles. It is best suited to Unity developers who want a free, open-source networking layer for games with smaller player counts and less complex logic than Netcode for Entities.
Its main strength is how closely it fits the Unity multiplayer ecosystem. Netcode for GameObjects integrates with Unity Transport and the Multiplayer Services SDK, and it can connect to Unity Relay, Unity Authentication, Multiplayer Tools, Multiplayer Play Mode, and Dedicated Server workflows. The networking model supports both client-host architecture and distributed-authority topology, with server and host startup workflows available. Transport options include UDP, DTLS, and secure WebSocket. This combination gives teams several deployment paths without moving away from Unity's GameObject-oriented development model.
The package itself is free and open source, while Unity Gaming Services used alongside it have separate usage-based pricing. That distinction matters when planning a production multiplayer stack: the networking package can be adopted without a product license, but services such as Relay or Authentication may introduce operating costs. Teams building smaller, less complex Unity games should find the scope aligned with their architecture. Developers working on more demanding game logic or projects that do not use Unity's GameObject and MonoBehaviour workflows should consider a different networking approach.
Netcode for GameObjects pros and cons
- Where it wins
- Free and open-source package with GameObject synchronization
- Supports client-host and distributed-authority networking
- Integrates with Relay, Authentication, and dedicated-server workflows
- Where it doesn't
- Designed for smaller player counts and less complex logic than Netcode for Entities
- Centered on Unity GameObject and MonoBehaviour workflows
- Unity Gaming Services used alongside it have usage-based pricing
Netcode for GameObjects fact sheet, pricing and score →
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