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GONet

A field report on Unity Asset Store pricing, by way of Galore Interactive

GONet
§ 02The data

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§ 03About this asset
**GONet is the production-ready multiplayer networking solution for Unity with tight integration into the Unity architecture/runtime.** If you want multiplayer, you need GONet. [Discord](https://discord.gg/NMeheRHQgd) | [Documentation](https://galoreinteractive.com/gonet) | [Tutorial Video](https://www.youtube.com/watch?v=fs1flIi35JM) --- ## NEW in v1.5 (October 2025) ### &#127919; RPC System Production-grade Remote Procedure Calls with `async/await` support, server-side validation hooks (profanity filtering, authorization), persistent RPCs delivered to late-joiners, and deferred execution for components not ready yet. ```csharp [ServerRpc] async Task<RegistrationResult> RegisterPlayer(string playerName) { } [ClientRpc] void NotifyAllClients(string message) { } [TargetRpc(validationMethod: nameof(ValidateChatAsync))] async Task<RpcDeliveryReport> SendChat(string chatMessage) { } ``` ### &#127757; Scene Management Server-authoritative networked scene loading with Build Settings AND Unity Addressables support. Client scene change requests require server approval. Automatic late-joiner scene synchronization with extensibility hooks for validation. ```csharp // Server loads scene GONetMain.SceneManager.LoadSceneFromBuildSettings("BattleArena"); // Client requests scene change GONetMain.SceneManager.RequestLoadScene("BattleArena"); ``` ### &#128230; Unity Addressables Support Full integration for scenes AND runtime prefab spawning. No Resources folder restrictions - organize prefabs anywhere. Efficient asset bundles via Addressables groups. Platform-specific asset variants. Zero configuration - auto-detected when package installed. ```csharp // Addressables scene GONetMain.SceneManager.LoadSceneFromAddressables("DynamicArena"); // Addressables prefabs (GONet handles loading) GameObject.Instantiate(weaponPrefab); // Works exactly the same! ``` ### ⚡ Adaptive Congestion Management Automatic network pool scaling from 1,000 to 20,000 packets/tick based on demand. Handles burst spawning (100+ objects/frame) gracefully. Prevents "Ring buffer is full" errors. ### &#128295; Auto-Detection for Development Zero configuration local testing - just hit Play! First instance starts as SERVER, additional instances connect as CLIENTS automatically. Works in Editor AND builds. ### &#128737;️ Velocity-Augmented Sync Massive bandwidth savings (90%+ reduction) for slow-moving/rotating objects. Eliminates micro-jitter for platforms, turrets, doors. Intelligent switching between velocity and absolute values. ### &#128640; GONetId Batch System Pre-allocated ID ranges eliminate spawn latency for client-owned objects. Zero spawn delay with 200-1000 IDs pre-allocated per batch. Automatic refill at 50% threshold with rare edge-case "limbo mode" handling. --- ## Core Features ### Auto-Magical Data Sync **Transform, Animator, Custom Fields** - Add `[GONetAutoMagicalSync]` attribute to any field and it syncs automatically. `GameObject.Instantiate()` works as expected - networked automatically. Value blending (interpolation/extrapolation) handles packet loss gracefully. ### RPC System Three RPC types: `[ServerRpc]` (Client→Server), `[ClientRpc]` (Server→All clients), `[TargetRpc]` (Targeted delivery). Async/await support, validation hooks, persistent delivery to late-joiners. ### Event Bus System Publish/Subscribe architecture with transient and persistent events. Custom event classes promote clean, decoupled architecture. ### Network Transport UDP-only (unreliable+unordered fast, reliable+ordered RUDP). Encryption via customized Bouncy Castle Crypto API. Multi-level API: high-level convenience + low-level control when needed. ### Serialization & Compression Custom bit-packing tighter than MessagePack. LZ4 compression for bulk data. Configurable quantization trades precision for bandwidth. Custom serializers via `IGONetAutoMagicalSync_CustomSerializer`. ### Platform Support All managed C#, no native libraries. AOT compilation support (iOS). IL2CPP supported. Wind

Description sourced from the Unity Asset Store listing.

§ 04Frequently asked
Who publishes GONet?

GONet is published by Galore Interactive on the Unity Asset Store.