Fish-Net: Networking Evolved
  • Overview
    • What is FishNet?
      • Features
        • Unity Compatibility
        • Performance
          • Benchmark Setup
          • Fish-Networking Vs Mirror
      • Pro, Projects, and Support
      • Business Support
      • Development
        • Changelog
        • Roadmap
      • Branding
      • Legal Restrictions
    • Showcase
      • Upcoming Releases
    • Asset Integrations
      • Fish-Network-Discovery
    • Community Resources
  • Guides
    • Getting Started
      • Installing Fish-Networking
      • Getting Connected
      • Preparing Your Player
      • Moving Your Player Around
      • Spawning and Despawning Items
      • Using SyncVars to Sync Colors
      • Connecting to Remote Devices
      • Beyond the Basics
    • High-Level Overview
      • Fundamentals
      • Networking Models
      • Terminology
        • Server, Client, Host
        • Communicating
        • Miscellaneous
      • Transports
    • Features
      • Server and Client Identification
        • Executing on Server or Client
        • NetworkConnections
      • Networked GameObjects and Scripts
        • NetworkObjects
        • NetworkBehaviour
        • Spawning and Despawning
          • Predicted Spawning
          • Nested NetworkObjects
          • Object Pooling
      • Network State Events
      • Network Communication
        • Remote Procedure Calls
        • SyncTypes
          • Customizing Behavior
          • SyncVar
          • SyncList
          • SyncHashSet
          • SyncDictionary
          • SyncTimer
          • SyncStopwatch
          • Custom SyncType
        • Broadcasts
      • Data Serialization
        • Custom Serializers
          • Interface Serializers
          • Inheritance Serializers
      • Ownership
        • Using Ownership To Read Values
      • Area of Interest (Observer System)
        • Modifying Conditions
        • Custom Conditions
      • Scene Management
        • Scene Events
        • Scene Data
          • SceneLookupData
          • SceneLoadData
          • SceneUnloadData
        • Loading Scenes
          • Automatic Online and Offline Scenes
        • Unloading Scenes
        • Scene Stacking
        • Scene Caching
        • Scene Visibility
        • Persisting NetworkObjects
        • Custom Scene Processors
          • Addressables
      • InstanceFinder
      • 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
    • Upgrading API
    • Server Hosting
      • Edgegap - Official Partner
        • Getting Started with Edgegap
      • Hathora
        • Getting Started with Hathora
      • Amazon Web Services (AWS)
        • Getting Started with AWS
    • Upgrading To Fish-Networking
    • Troubleshooting
      • Technical Limitations
      • Creating Bug Reports
        • Report Example
      • FAQ
  • FishNet Building Blocks
    • Components
      • Managers
        • NetworkManager
        • TimeManager
        • PredictionManager
        • ServerManager
        • ClientManager
        • SceneManager
        • TransportManager
          • IntermediateLayer
        • StatisticsManager
        • ObserverManager
          • HashGrid
        • RollbackManager (Pro Feature)
      • Prediction
        • Network Collider
          • NetworkCollision
          • NetworkCollision2D
          • NetworkTrigger
          • NetworkTrigger2D
        • OfflineRigidbody
        • PredictedOwner
        • PredictedSpawn
      • Utilities
        • PingDisplay
        • BandwidthDisplay
        • Tick Smoothers
          • NetworkTickSmoother
          • OfflineTickSmoother
          • MonoTickSmoother [Obsolete]
          • DetachableNetworkTickSmoother [Obsolete]
      • PlayerSpawner
      • DefaultScene
      • ServerSpawner
      • Authenticator
      • ColliderRollback
      • NetworkAnimator
      • NetworkBehaviour
      • NetworkTransform
      • NetworkObject
      • NetworkObserver
    • Prefabs
      • NetworkManager
      • NetworkHudCanvas
    • ScriptableObjects
      • ObserverConditions
        • DistanceCondition
        • GridCondition
        • HostOnlyCondition
        • MatchCondition
        • OwnerOnlyCondition
        • SceneCondition
      • SpawnablePrefabs
        • DefaultPrefabObjects
        • SinglePrefabObjects
        • DualPrefabObjects
      • LevelLoggingConfiguration
    • Transports
      • Tugboat
      • Multipass
      • Yak (Pro Feature)
      • Bayou
      • FishyWebRTC
      • FishyUnityTransport
      • FishySteamworks (Steam)
      • FishyEOS (Epic Online Services)
      • FishyFacepunch (Steam)
      • FishyRealtime (Photon)
  • API Documentation
    • API Reference
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On this page
  • The Unity Asset Store
  • Unity Package File
  • Git URL (via Unity Package Manager)
  • Fix for Errors After Importing
  1. Guides
  2. Getting Started

Installing Fish-Networking

Step-by-step instructions for installing Fish-Networking into your Unity project.

PreviousGetting StartedNextGetting Connected

Last updated 1 day ago

If after importing the package you get a message asking to automatically update the API, select either one of the Yes options.

The Unity Asset Store

Installing via the Unity Asset Store is the easiest method and ensures you get a stable release:

  1. Open your Unity project.

  2. Go to Window > Asset Store or visit the .

  3. Search for FishNet.

  4. Click Add to My Assets and then Open in Unity.

  5. In Unity, go to Package Manager (Window > Package Manager).

  6. Select My Assets, find FishNet, and click Download and then Import.

Recommended for most users who want a stable release without version control setup.


Unity Package File

Use this method if you have a .unitypackage file, for example, downloaded from , from the , or shared by a team member.

  1. Download the FishNet .unitypackage file.

  2. In Unity, go to Assets > Import Package > Custom Package…

  3. Select the downloaded .unitypackage file.

  4. Click Import to bring all the FishNet files into your project.

Best for offline installs or specific package versions not yet on the Asset Store.


Git URL (via Unity Package Manager)

This method keeps FishNet up to date via a Git repository. Ideal if you want the latest updates or to contribute to development.

  1. Open your Unity project.

  2. Go to Window > Package Manager.

  3. Click the + button in the top-left corner.

  4. Select Add package from Git URL…

  5. Enter the following URL:

    https://github.com/FirstGearGames/FishNet.git?path=Assets/FishNet
  6. Click Add to install.

Ensure you have Git installed on your system and added to your system path.


Fix for Errors After Importing

If you receive the following errors after importing FishNet, then make sure you don't have Netcode for GameObjects inside your project. The files it uses will clash with FishNet's files and you will need to remove it first and then import FishNet again.

Assets\FishNet\CodeGenerating\ILCore\ILCoreHelper.cs(18,13): error CS0246: The type or namespace name 'PostProcessorAssemblyResolver' could not be found (are you missing a using directive or an assembly reference?)
Assets\FishNet\CodeGenerating\ILCore\ILCoreHelper.cs(24,50): error CS0246: The type or namespace name 'PostProcessorReflectionImporterProvider' could not be found (are you missing a using directive or an assembly reference?)
Unity Asset Store online
GitHub Releases
FirstGearGames website