Fish-Net: Networking Evolved
  • Introduction
    • Getting Started
    • Showcase
      • Upcoming Releases
    • Legal Restrictions
    • Pro, Projects, and Support
    • Business Support
    • Branding
  • Manual
    • General
      • Unity Compatibility
      • Changelog
        • Development Road Map
        • Major Version Update Solutions
      • Development
      • Performance
        • Benchmark Setup
        • Fish-Networking Vs Mirror
      • Terminology
        • Miscellaneous
        • Communicating
        • Server, Client, Host
      • Transports
      • Add-ons
        • Edgegap and other Hosting
        • Fish-Network-Discovery
      • Feature Comparison
      • Upgrading To Fish-Networking
    • Guides
      • Frequently Asked Questions (FAQ)
      • Creating Bug Reports
        • Report Example
      • Technical Limitations
      • Third-Party
      • Getting Started
        • Commonly Used Guides
        • Ownership - Moving Soon
        • Step-by-Step
          • Getting Connected
          • Preparing Your Player
      • Components
        • Managers
          • NetworkManager
          • TimeManager
          • PredictionManager
          • ServerManager
          • ClientManager
          • SceneManager
          • TransportManager
            • IntermediateLayer
          • StatisticsManager
          • ObserverManager
            • HashGrid
          • RollbackManager (Pro Feature)
        • Transports
          • FishyWebRTC
          • Bayou
          • FishyEOS (Epic Online Services)
          • FishyFacepunch (Steam)
          • FishyRealtime
          • FishySteamworks (Steam)
          • FishyUnityTransport
          • Multipass
          • Tugboat
          • Yak (Pro Feature)
        • Prediction
          • Network Collider
            • NetworkCollision
            • NetworkCollision2D
            • NetworkTrigger
            • NetworkTrigger2D
          • OfflineRigidbody
          • PredictedOwner
          • PredictedSpawn
        • Utilities
          • Tick Smoothers
            • NetworkTickSmoother
            • OfflineTickSmoother
          • MonoTickSmoother [Obsolete]
          • DetachableNetworkTickSmoother [Obsolete]
          • BandwidthDisplay
          • DefaultScene
          • PingDisplay
        • Authenticator
        • ColliderRollback
        • NetworkAnimator
        • NetworkBehaviour
        • NetworkTransform
        • NetworkObject
        • NetworkObserver
      • InstanceFinder
      • Ownership
        • Using Ownership To Read Values
      • Spawning and Despawning
        • Predicted Spawning
        • Nested NetworkObjects
        • Object Pooling
      • Components
      • NetworkBehaviour
      • NetworkObjects
      • Attributes, Quality of Life
      • Remote Procedure Calls
        • Broadcast
      • SyncTypes
        • Customizing Behavior
        • SyncVar
        • SyncList
        • SyncHashSet
        • SyncDictionary
        • SyncTimer
        • SyncStopwatch
        • Custom SyncType
      • Observers
        • Modifying Conditions
        • Custom Conditions
      • Automatic Serializers
      • Custom Serializers
        • Interface Serializers
        • Inheritance Serializers
      • Addressables
      • Scene Management
        • Scene Events
        • Scene Data
          • SceneLookupData
          • SceneLoadData
          • SceneUnloadData
        • Loading Scenes
        • Unloading Scenes
        • Scene Stacking
        • Scene Caching
        • Scene Visibility
        • Persisting NetworkObjects
        • Custom Scene Processors
          • Addressables
      • Transports
        • Multipass
      • Prediction
        • What Is Client-Side Prediction
        • Configuring PredictionManager
        • Configuring TimeManager
        • Configuring NetworkObject
        • Offline Rigidbodies
        • Interpolations
        • Creating Code
          • Controlling An Object
          • Non-Controlled Object
          • Understanding ReplicateState
            • Using States In Code
            • Predicting States In Code
          • Advanced Controls
        • Custom Comparers
        • PredictionRigidbody
        • Using NetworkColliders
      • Lag Compensation
        • States
        • Raycast
        • Projectiles
    • Server Hosting
      • Edgegap - Official Partner
        • Getting Started with Edgegap
      • Hathora
        • Getting Started with Hathora
      • Amazon Web Services (AWS)
        • Getting Started with AWS
    • API
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On this page
  • Overview
  • No-break Promise
  • Long-Term Support
  • External Links
  • Add-ons
  • Need more documentation?

Introduction

NextGetting Started

Last updated 1 month ago

Overview

Fish-Networking(Fish-Net) is an original free versatile networking solution for Unity(), built from the ground up, offering more features than any other free solution.

Fish-Net is server authoritative by design by allowing the use of dedicated servers, but does permit users to act as server and client, for faster development and testing.

Any kind of network topology is supported through the Transport system. Transports can use a variety of technologies to allow communications between server, client, and even third parties.

High-level API allows you to quickly access the ability to synchronize states, logic, objects, and more, without needing to get your hands dirty. We also believe in providing the best experience possible; you may additionally utilize low-level functionality via included events or inheritance.

No-break Promise

Developing projects can take a lot of time, and updating your networking solution along the way is often inevitable. Fish-Networking promises to not release any breaking API or behavior changes between major versions. Major releases will occur no more frequent than every six months, unless absolutely necessary.

When breaks do occur we will do our best to keep the changes simple. We also have our section which will describe planned breaks, the next major release, and how to remedy breaks for each version.

Long-Term Support

Fish-Networking is the only solution to offer free LTS. We will be using a unique but effective approach at creating LTS releases. Rather than the standard expectations of being locked into a version for long-term support, FishNet is providing what we refer to as 'Release' and 'Development' switches. Any version of Fish-Networking which ends in R supports switching between Release and Development features, for example: 3.10.7R.

With Fish-Networking Long-Term support does not mean being stuck on older versions! Whenever a change or new feature becomes available public you may disabled it at anytime. Disabling an upcoming change will suspend the changes and allow FishNet to operate on the proven stable version of the same feature. This allows you to stay on the latest releases to get the latest tech and bug fixes without worrying about each update breaking your project.

To toggle between beta features simply use the Fish-Networking menu in engine, choose Beta, and turn on or off each feature to your liking.

External Links

Add-ons

There are several add-ons to aid you through your development. Add-ons may be anything from third-party assets to internal plugins.

Need more documentation?

Fish-Networking GitHub:

Asset Store:

Community Discord:

Documentation GitHub:

Add-ons:

Documentation is especially important to newcomers, and we understand this. As Fish-Networking developers it can at times be difficult to know what is expected or lacking for beginners. If you find a topic unclear, or not covered well enough, please visit our and create a new discussion requesting improvements.

You can also contribute to our documentation directly using !

https://unity.com/
Break Solutions
https://github.com/FirstGearGames/FishNet/
https://assetstore.unity.com/packages/tools/network/fish-net-networking-evolved-207815
https://discord.gg/Ta9HgDh4Hj
https://github.com/FirstGearGames/FishNet-Documentation
https://fish-networking.gitbook.io/docs/manual/general/addons
GitHub Discussions
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