Feature Comparison

We want everyone to be able to get their game multi-player capable. So, our tiered offerings start with a feature-rich FREE version. From there, GONet features become even more impressive along with the level of support available.

Tiered GONet offerings

FeatureFREEPROPremium
Auto-magical data sync:
Transform – position, rotation, scale
Animator Controller parameters
Any MonoBehaviour fields ([SyncVar] replacement)
Input state (keys, mouse, buttons)
Omni-directional from owner to non-owners (server and clients alike)
GameObject.Instantiate() is auto-magically networked from the owner/instantiator to all interested parties/machines (optionally use a prefab alternate for non-owners)
You control sync settings applied to groups of data items: default and/or user-defined (via profiles/templates, for when you want/need more control)
Auto-magically blend smoothly between received values for non-owners: default interpolation/extrapolation and/or user-defined implementation (great for dealing with unreliable “streams”)
Event Bus:
Publish and subscribe to your own omni-directional (arbitrary content between server <-> clients) communication ([Command], [ClientRpc] and [TargetRpc] replacement)
Auto-magically sync’d changes also (automatically) publish events to which you can subscribe (e.g., energy dropped below 10 => change avatar material)
Transient events – delivered to clients connected to game session when event occurs
Persistent events – like Transient event with additional delivery to any clients connecting to the game session after event occurs and will exist in recorded/replay data
Any user-defined event class – can be either transient or persistent
Promotes industry proven event-driven game architecture and facilitates GONet Record+Replay
Serialization Options:
Default Auto-magical data sync: custom bit packing (with LZ4 compression)
Default Event Bus traffic: MessagePack (with LZ4 compression)
User-defined custom overrides: if you have special cases or feel you can do it better, by all means, a mechanism to do so is provided
Configurable value quantization: choose # bits to occupy and auto-magically quantizes/compresses to fit (great for LOD, see below)
Record+Replay GONet Sessions:
Everything GONet sends and receives is recorded (server and clients alike)
Replay the recorded gameplay. Great for: (eSports) In-game instant replay, Location Based Entertainment takeaway not to mention development troubleshooting and bug reproduction (i.e., a “save your bacon” feature)
Recorded session data feeds into time series, statistics-based graphs for analysis during development and perhaps more importantly after game is released
Level of Detail (LOD) Management:
Control the Who/What/When/Where/Why/How of data detail
Default implementation uses distance to client’s main player controlled GameObject (closer = high data resolution, further = lower data resolution…down to excluded entirely)
User-defined custom overrides: decide what causes changes to a GameObject’s data LOD, when it should be applied, how much it affects LOD, etc…
Facilitates large worlds and/or large numbers of networked GameObjects and sync’d values (e.g., MMO)
Wide Platform/Runtime Support:
All managed C#, no native libraries
Ahead of Time (AOT) compilation support (e.g., iOS)
IL2CPP
Network Transport:
High level (just add GONetParticipant to GameObjects for transform/animation and [GONetAutoMagicalSync] to MonoBehaviour fields/properties and you are in business)
Mid level (create/publish/subscribe custom events and also fine tune available network settings to meet particular needs)
Low level (send/receive/manage data however you need to, but you probably will never need this)
UDP (unreliable+unordered) and RUDP (reliable+ordered UDP)
Encryption (customized version of Bouncy Castle Crypto API)
Configurable channels (optional)
Network Topologies:
Dedicated game server (client-server DGS)
Local (LAN): good for location-based entertainment (LBE)
Peer-to-Peer (P2P): NAT punchthrough etc…
Support:
Basic tutorials, examples and forum/email back and forth as time/resources permit
Fixes to unique and/or uncommon bugs/issues
Screen sharing collaboration sessions and more in-depth responses at front of email support line
Access to extensive example projects with detailed documentation
GONet support team working directly with your team with off-site and on-site options
GONet custom feature requests
General:
RigidBody support
Run-time authority transition (e.g., client to server for projectiles)
Source code (well commented and debuggable C#)
Logging:
Built atop the robust, well-known log4net api/library
Writes to Console in editor and to “logs/gonet.log” file in builds
Outputs logging level, thread #, system time, frame time and your message with every log statement (if you have ever performed troubleshooting on a networked game, you know this is one of those “save your bacon” features)
Used in GONet code and fully available to use wherever you like

Let the GONet support team take on the most difficult burden you face, so your team can focus on interesting creative matters.


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