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Package details
- Latest version
- 1.7.5
- Last updated
- First released
- Unity version
- 6000.3.5 or later
- Package size
- 6.6 MB
- Files
- 2,374
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Keywords
GONet Legendary
No server fees. Any player can host, and if they quit, another takes over mid-match. Steam P2P, browser play, record & replay, session intelligence, 5,300+ tests. Live in Undead Night Crew & Dajimo.
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Last 6 months
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GONet Legendary screenshot 1
About this asset
GONet Legendary is the production-grade edition of GONet for Unity. One-time purchase. Full source code. No CCU caps. No revenue share. No server fees for player-hosted Steam games.
OPTIONAL CLOUD SERVICES
No subscription required. LAN, dedicated server, Steam and private WebRTC games run without any Galore service. Optional Galore-hosted extras (public browser session discovery, WebRTC signaling, TURN credentials, replay collection, teammate sharing and Nightwatch AI Insight) may require a monthly GONet Cloud subscription, separate from this purchase. Pricing and terms: https://galoreinteractive.com/gonet/pricing
SHIP ON STEAM WITHOUT SERVERS
Any player can host. If the host quits or crashes, another player takes over and the match keeps going. Steamworks P2P + Steam Datagram Relay + distributed host with hot-standby failover: no servers to rent, nothing to operate.
PROVEN IN SHIPPED GAMES
- Undead Night Crew: co-op zombie-apocalypse game on Steam for Windows, macOS and Steam Deck, also playable in a web browser. Developed by Dummy Dojo, published by Galore Interactive.
- Dajimo Arena: Team Showdown: our own team FPS, running on distributed host.
- And more games in development now. See them on Steam!
Every feature below runs in these games today.
WHY LEGENDARY
- No hosting bill. Peer-hosted Steam games with automatic host failover.
- Play in the browser. Unity WebGL + WebRTC for browser demos and lightweight multiplayer web games.
- Responsive combat. APSF (beta), authority-partitioned state fusion, can reduce or remove the need for classic lag compensation and server rewind in the right game architectures.
- Debug the recording, not the bug report. Record & Replay works locally with no cloud. Nightwatch session intelligence runs in the Unity Editor and as a headless CLI.
- Smaller packets, automatically. Courier Dense compression is on by default, and every packet is sent as the smaller of Courier or LZ4, so none ever grows.
- Production hardening. Lifecycle contract, pooling safeguards, IL2CPP/code-stripping safety and 5,300+ unit tests.
- Own the stack. All networking code lives in your project, under your source control.
- Move faster. Fast Iteration Mode, built-in AI agent skills and ticket support.
LEGENDARY-EXCLUSIVE FEATURES
Everything in GONet Free v1.5, plus:
- Distributed host with host migration and failover (non-browser topologies)
- Steam Transport: Steamworks P2P + Steam Datagram Relay
- Browser/WebGL multiplayer with WebRTC data-channel transport
- Public browser session discovery and signaling for GONet Cloud
- Guest identity and TURN/STUN credential SDK for web deployments
- APSF: Authority-Partitioned State Fusion (great for FPS shot processing in distributed host mode)
- Nightwatch session intelligence (Editor + CLI, 8 pattern families, 22 finding codes)
- Record & Replay: .gonetreplay v2, keyframe seek, reverse playback, offline analyzers
- Courier Dense packet compression, negotiated per connection, with LZ4 fallback
- Fast Iteration Mode for near-instant Play mode entry
- GONetPoolManager + adaptive object pooling (IGONetPoolResettable)
- Predicted pool borrows with finalization and return contracts
- Runtime GONetParticipant re-parenting with guards and rate limits
- IL2CPP / code-stripping safety (link.xml + [Preserve] + reflection fallback)
- AI agent skills for Claude, Cursor, Copilot, Windsurf and Codex
- Full source code
ALSO INCLUDED FROM GONET FREE v1.5
State sync, velocity-augmented sync, SoA + Burst blending, async/await RPCs with server validation, persistent + transient event bus, NTP time sync with Golden Sample filtering, 10-channel QoS routing (+2 in Legendary for failover), LZ4 compression, zero-latency spawning, scene management with Addressables, auto-adjusting quantization baseline, custom blending + serializer plugin APIs, and cross-platform support.
LINKS
GONet overview: https://galoreinteractive.com/gonet
Legendary deep dive: https://galoreinteractive.com/gonet/legendary
Play the browser sample: https://galoreinteractive.com/gonet/web/play
Documentation: https://galoreinteractive.com/gonet/docs
Undead Night Crew showcase: https://galoreinteractive.com/gonet/showcase/undead-night-crew
Dajimo showcase: https://galoreinteractive.com/gonet/showcase/dajimo
Discord: https://discord.gg/Ba97aMea
Email: [email protected]
SYSTEM REQUIREMENTS
Unity 6+. Windows / macOS / Linux / iOS / Android. Managed C#, AOT, IL2CPP. Steam Transport features target Steam builds. 64-bit CPU with 4+ cores recommended for server builds.
THIRD-PARTY LICENSES
GONet includes these open-source libraries (licenses included): Bouncy Castle Crypto (Apache 2.0), Class Type Reference (MIT), MessagePack (MIT), MemoryPack (MIT), Netcode.IO.NET (MIT), Reliable Netcode (MIT), Steamworks.NET (MIT). See Third-Party Notices.txt in the package for details.
GONet Legendary: no server fees, ship on Steam, play in the browser, and debug real multiplayer sessions with production-proven tools.
From the publisher's Asset Store listing.
Technical details
- Package version: GONet Legendary v1.7.5
- Unity 6+ required (GONet Free v1.5 supports Unity 2022 LTS+)
- Platforms: Windows, macOS, Linux, iOS, Android, WebGL; AOT and IL2CPP compatible
- API compatibility: .NET Framework and .NET Standard 2.1
- Full managed C# source: debuggable, modifiable, no black boxes
- Transports: Netcode.IO UDP (native socket I/O with managed fallback), Steamworks P2P + Steam Datagram Relay, browser WebRTC data channels
- Topologies: dedicated server, LAN, P2P, Steam and browser-hosted, all with samples
- Distributed host: any peer can host; a crashed host is detected in about 2.25 s, a host that quits cleanly in under 1 s, then a survivor promotes itself and the session continues (non-browser topologies)
- APSF: Authority-Partitioned State Fusion for responsive action games, proven in Dajimo Arena: Team Showdown (free demo on Steam now)
- Serialization: MemoryPack binary; packets go out as the smaller of Courier Dense or LZ4, negotiated per connection
- QoS: 10 message channels in Free, 12 in Legendary (+ distributed-host reliable and unreliable channels)
- Compile-time code generation (SNAP pipeline) for sync companions, RPC companions, BobWad lookup and serialization providers
- WebGL: Unity C# runtime plus browser .jslib bridges for WebRTC and cloud HTTP calls
- Testing: 5,300+ EditMode and PlayMode tests across core, pooling, transports, WebGL guards, replay and reliability
- Steam: Steamworks.NET is included; your game needs its own Steam App ID and the Steam client running
- No subscription required for LAN, dedicated server, Steam or private WebRTC games
- Optional GONet Cloud services power the public WebGL flow: open-session discovery, host creation, signaling, guest identity and TURN/STUN credentials. You can replace them with your own backend implementing the same SDK-facing APIs.
- Optional Unity packages: com.unity.ugui (sample and browser UI), com.unity.addressables (Addressables scene and prefab loading)
- Package contents: GONet core, transports, editor tools, samples, code-generation pipeline, WebGL bridge code and documentation
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 6000.3.5f2 | Compatible | Compatible | Compatible | Compatible |
As listed on the Asset Store.