ObjectNet - Easier Multiplayer System OFFICIAL SALE

ObjectNet is the easier Multiplayer System for Unity.


ObjectNet is an event system multiplayer solution designed for ease of use. It can be used on any project without limitations on CCU, Servers, Players, or anything else.


ObjectNet can be used on new and existing projects. With just a few clicks, you can see your multiplayer game starting to work without changing any assets or code in your project.


ObjectNet allows you to use the Steam Transport system with just one click, eliminating the need for dedicated servers and making your multiplayer game live forever.


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The painful process of creating or including multiplayer in your game can be scary or incomprehensible, even for experienced programmers. ObjectNet arrives to fill this need, providing tools for anyone to create their own multiplayer game.

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▣ Feel free: No CCU Limits, no quotas, no ties. You can create as many games and instances as you wish.

▣ No linked services: Store your server wherever you want, Amazon, Azure, Vultr, Custom, Lan, no matter where.

▣ Windows and Linux: Build your server to run on Windows or Linux instances and store it in any cloud service you wish.

▣ Easy and Simple: Drag NetworkPrefab to your scene and configure a few steps to see your multiplayer working.

▣ Events Based: There are no transversal dependencies; each event is responsible for doing one thing in the game: you can trace, debug, and locate everything.

▣ Automatic Synchronization: Synchronize movement, scale, rotation, animation, particles, etc ( with just a few clicks )

▣ Flexible Server Strategy: With just one click, you can change from LAN, Embedded, Relay, PeerToPeer, or Authoritative server ( No code changes required ).

▣ Transport System: Choose ObjectNet and Unity, or create your transport system.

▣ Scalable: With few resource requirements, you can run on a small server and grow according to your demand.

▣ Focus on your mechanics: ObjectNet will handle spawn, despawn, synchronization, and all tedious and common aspects of each multiplayer game.

▣ No Cheats: Use authoritative server and Remote Input controls to leave your game free of cheating.

▣ Steam Transport System: Create your multiplayer game without having dedicated servers.

▣ Steam Lobby System: Use Steam lobbies to create and play matches with a single code line.

▣ Steam Host Migration: Automatically change the host player when the current host disconnects or leaves the game.

▣ Docker Ready: Build your server to Linux and deploy with just a few clicks on any cloud service like Amazon, Google, Azure, or Vult.

▣ Dissonance Voice Chat: Voice chat support is provided by integration with Dissonance.


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If you are an Indie or Solo, you can use the Steam Transport system to create your multiplayer game without needing dedicated servers or handling high server costs.


Steam Backbone allows communication between players without the need to manage firewalls, routers, and internet routing; Steam will handle this for you.


Please take a look at the Steam Transport YouTube tutorial.


Steam Host Migration allows seamless change of host player when the host player disconnects or leaves the game. This will enable you to create fantastic game multiplayer experiences without needing a dedicated server.


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Docker Ready

Create your server on a LINUX docker container with a single click and deploy it in production in seconds.


See the YouTube Docker Tutorial

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Voiced Chat Support Integration

ObjectNet provides a seamless integration with Dissonance Voice Chat.


You can add voice chat support to your game using Dissonance Voice Chat integration.


* Dissonance is a Third-party system provided by Place Holder and requires a license.


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We have added a new Smooth Movement System. This super-optimized system allows you to move objects without jumping or jittering.


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Main Features

  • Proprietary transport system
    • Unity transport system supported ( one click change )
    • Steam transport system supported ( one click change )
    • Create your transport system.
  • Bi Channel
    • Reliable and Unreliable delivery system
  • Auto Spawn/Destroy objects
    • The system detects when objects are created or destroyed and keeps everything synchronized( Movement, Rotation, Scale, Animation, Particles, etc.).
  • Remote Input Controls
    • It makes cheaters crazy by sending player input only and processing everything on the server.
  • Movement Prediction
    • Embedded movement prediction
    • Create your custom movement prediction.
  • Multiple working modes
    • Embedded Server: Any player can host a game.
    • Relay Server
    • Peer to Peer
    • Authoritative Server
  • Remote methods execution
    • There are no exclusively RPC calls and no annotations. You can dynamically select whether your method will be executed locally, on the server, or on all clients, or let the system decide for you, depending on your gaming mode.
  • Lobby System
    • Embedded lobby system
  • Login
    • With an embedded login system, you can validate against everything that you wish.
  • Encryption
    • Optional Encryption System. You can encrypt messages using embedded encryption or create your own algorithm and plug it in.
  • Smart Changes Detection
    • The system will update things only when changes occur and ensure that this change was propagated correctly using an intelligent detection system; this will reduce the amount of data sent and received.
  • Variables Synchronization
    • Synchronize variables without any code changes on NetworkBehaviour scripts.
    • Receive a callback when a variable changes its value.
      • This provides a powerful tool to update clients without creating large code blocks.
  • Custom Data Stream
    • Send and receive complex data structures by creating your data streams.
  • Custom behaviours
    • Create custom behavior to synchronize any data between players and servers.
  • And much more.....

Low Intrusive

You can use it on your new project or in your existing game. ObjectNet is the less intrusive solution for multiplayer gaming. For simple games, almost no code changes are required, but for more complex games, a certain level of change may be required.


Intuitive UI

A simple and clean UI system can guide you through each aspect and feature of ObjectNet.


Adaptative

Inherit your MonoBehaviour scripts from NetworkBehaviour, and all network features will be available to your classes.


High Isolation Level

You can run methods for Active and Passive objects separately.


Agnostic

Create any game, ObjectNet is not tied to your game logic, you can implement any type of game using ObjectNet.

  • FPS
  • Cooperative
  • Racing
  • Card Game
  • Etc...

Rich Manual

A pretty rich manual is available online to solve any question ( Online Manual )


Full Documented API

All classes, methods, and attributes are fully documented through a public API Document ( API Documentation )


Detailed Example Scenes

24 Examples of scenes with the main features ready to use.


Note: ObjectNet is a multiplayer solution that works independently of the render pipeline. Nonetheless, the examples were created using Universal Render Pipeline ( URP ), and another extra package was provided to convert materials into Build-In Render Pipeline.



Multiple Platforms

Windows, Linux, MacOS

Android

IOS

Xbox

Nintendo Switch


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ATTENTION

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WebGL is not natively supported. To use ObjectNet on WebGL projects, you need to create your own web socket transport system or use an existing one.

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Youtube Channel

Discord Channel