Fish-Net: Networking Evolved
  • Introduction
    • Getting Started
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  • 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
  • Assets
  • Free
  • Paid
  • Transports
  • Ports & Plugins
  • Free
  1. Manual
  2. General

Add-ons

Learn about a variety of add-ons, as well how to install and use them.

PreviousTransportsNextEdgegap and other Hosting

Last updated 3 months ago

There are a plethora of assets and tools for Fish-Networking available through other creators. Here's a collection of the ones we know about. If you have a Fish-Networking asset you would like up here please contact Punfish#0001 on my .

We have detailed guides for installing and using some add-ons. You can find these guides within the sub-sections of this category!

Assets

Free

allows you to send large byte arrays over several frames to prevent data from overwhelming bandwidth limited transports like Steam and Unity Transport.

is an easy to way sychronize audioclips over the network.

is a powerful solution to many backend problems you may encounter when developing multiplayer games or applications. Master Server Toolkit includes but is not limited to: user registration and authorization, game server list, user data management, database interactions, chats and chat channels. There is a variety of modular functionality available within this asset. A Fish-Networking demo is included!

will synchronize particles, lifespan, and more.

is an efficient solution to managing inventory, chat, and several other common multiplayer game mechanics. GameKit is well commented and is intended to be used as a learning resource to dive into.

allows you to run multiple editors of the same project, making multiplayer testing easier.

is a limited version of Steamworks v2 - Complete.

is a simple LAN network discovery component for Fish-Networking.

Paid

supports your design requirements from Editor to Runtime with an intuitive designer dashboard and runtime UI components / prefabs for a smooth multiplayer inventory experience.

is a powerful set of tools, systems and editor extensions to make you integration with the Steam API easier, faster, and more robust. Make the most of Steam for your game!

Transports

Ports & Plugins

Free

There are a variety of transports that can be implemented in your project for uses such as WebGL, Steam, Unity Relay, and more. For a complete collection see .

: an official port of Dissonance provided by the creator of Dissonance and .

Discord
Turtle Pass
Network Audio Sync
Master Server Toolkit
Network Particle System
GameKit for Fish-Networking
ParrelSync
Steamworks v2 - Foundation
Fish-Networking-Discovery
Vault Inventory
Steamworks v2 - Complete
Transports
Dissonance Voice Chat for Fish-Networking
LambdaTheDev