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
  • Asset Integrations
  • Transports
  1. Overview

Asset Integrations

You'll find here a collection of third-party integrations for Fish-Networking in other assets, as well as assets that work well with FishNet.

PreviousUpcoming ReleasesNextFish-Network-Discovery

Last updated 1 day ago

If you have a contribution you would like to add to this page, please feel free to open a pull-request on the or .

The following resources are put together by developers such as yourself. The Fish-Networking team has no official involvement in this resources, thus we may not be able to troubleshoot or resolve any issues you experience with them.

Asset Integrations

is a real-time Voice over IP (VoIP) system designed to be built directly into Unity games. is a community integration for using it with FishNet, provided by and the creator of Dissonance.

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 synchronize audio clips over the network.

is a powerful solution to many back-end 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.

let's you open multiple Unity editor windows to test multiplayer games without building every time.

is a C# wrapper on top of Valve's steamwork library.

is a C# Wrapper for Valve's Steamworks API, it can be used either with Unity or your C# based Application.

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!

is a free, limited version of Toolkit for Steamworks.

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

Transports

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

Unity plugin makes game server hosting and orchestration easy and simple.

simplifies multiplayer game server hosting. Use the PlayFlow Cloud Unity Plugin to spin-up multiplayer game servers for your Unity game.

is a Unity Asset Store template designed for multiplayer coloring and voting gameplay, providing a foundation for developers to create interactive art-based games.

is a customizable weather system designed for game developers, offering dynamic time-of-day cycles, seasonal transitions, and diverse atmospheric effects for fully tailored environments. It has a multiplayer module that supports FishNet:

is a powerful audio framework for Unity, offering real-time parameter commands, full multiplayer functionality, and advanced occlusion features. It supports all platforms and integrates seamlessly with FishNet.

is a networking integration for Animal Controller, designed to work with FishNet. It extends MalberS to support multiplayer functionality with minimal workflow changes.

is a network synchronization tool for Unity that enhances object movement across multiplayer sessions. It improves NetworkTransform by offering better configurability, reduced bandwidth usage, and smoother, more accurate syncing for Rigidbodies and Transforms, making it ideal for vehicles, character controllers, and physics-based objects.

is a lightweight LAN network discovery component designed for Fish-Networking, enabling seamless local multiplayer connectivity with minimal setup.

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: .

documentation repository
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Dissonance Voice Chat
Dissonance Voice Chat for Fish-Networking
LambdaTheDev
Turtle Pass
Network Audio Sync
Master Server Toolkit
Network Particle System
GameKit for Fish-Networking
ParrelSync
MultiPlay
Facepunch.Steamworks
Steamworks.NET
Toolkit for Steamworks 2025
Steamworks Foundation
Fish-Networking-Discovery
Vault Inventory
Edgegap's
PlayFlow Cloud
Crayon: Multiplayer Coloring & Voting Game Template
COZY: Stylized Weather 3
COZY: Link - Multiplayer Module
Master Audio 2024: AAA Sound
Multiplayer for Malbers Character Controller
Smooth Sync
Fish-Networking-Discovery
Transports