Gatling For Fishnet Networking - Gatling's Add-on OFFICIAL SALE

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🌐 Gatling, Online 🌐

Gatling FishNet is the multiplayer add-on for Gatling, our projectile and ballistics system. You built your weapons, rounds and impact rules with Gatling; this package puts those exact same assets on FishNet, host and clients, without rewriting them. The sample Showcase arena takes the whole Gatling sample arsenal online without a line of gameplay code.

Gatling is required and sold separately. Everything on this page is the networking layer; the ballistics themselves - materials, ricochets, wind - are Gatling's, and they are shown on Gatling's own page.


💥 One Shot, Every Screen 💥

The usual way to network a projectile is one NetworkObject per bullet and a stream of positions. Fine for a rocket, ruinous for a minigun.

Gatling FishNet sends the shot, not the bullet. A shot crosses the network once, as a small fire order stamped with the network tick, and every peer replays it through the same deterministic simulation. The rounds already in the air cost nothing more, so your bandwidth follows the shots fired - never the number of projectiles in flight.

  • 25 to 37 bytes for a typical fire order, 9 bytes to end a burst - measured with the package's own byte counter, not estimated.
  • Zero NetworkObjects per projectile. A shotgun blast and a pistol round cost the same order.
  • Spread without a byte on the wire - every peer derives the same dispersion from the order itself.

🎯 Hits That Stay Fair 🎯

  • Lag compensation - the server resolves a client's shot against the world that client actually saw. Latency is measured by the server itself, so nobody can claim to be further in the past than they are, and you cap how far back anyone can be hit.
  • Your call on hit authority, per shooter - the server decides (the default), the shooter decides, or the shooter decides and the server checks it with a built-in validator: distance, impossible speed, damage ceiling, report rate, optional line of sight.
  • Instant feedback for the shooter - the owner sees its shot the moment it fires, reconciled with the authoritative one, and dropped cleanly if the server refuses it.
  • Impacts land on the victim - authoritative hits are replayed on the target's current pose, so the player who got shot sees the round land on themselves.

🤝 Every Peer Agrees 🤝

  • Mismatched builds are refused at connection. The ballistics that decide where a shot goes - spread, muzzle speed, impact rules - are hashed and compared when a client connects, so two builds never silently fight with different guns. Cosmetics are left out: players may run different muzzle flashes or sound banks.
  • The same gust on every screen. Gatling's wind runs on the network tick, so a shot drifts the same everywhere, for no bandwidth at all.
  • Players can join mid-match and fly the same shots through the same wind as everyone already there.

🚀 Built to Scale 🚀

  • Lag compensation that does not explode with the player count - a pose memo, a reach envelope and a spatial grid keep the rewind work off the targets a shot cannot reach, and shooters who share the same latency are rewound together.
  • Relevance filtering when you want it - switch on region hubs and a shot is only sent to the players whose area its trajectory crosses. Off by default, so importing the package never changes who receives what.
  • A stress bench that ships with it - 1,024 networked bot shooters, every one of them a NetworkObject, around 27,000 projectiles in flight at once.

🛠 In the Editor 🛠

  • Create Networked Simulation Rig - one menu entry (3D or 2D) turns an empty scene into a session that fires a replicated shot: network hub, NetworkManager, player spawner, a registry filled with your weapons, and a connect box. Press Play, Start Host.
  • Live network diagnostics - a Network tab in the Gatling window: fire orders, bytes, catch-up, echoes, accepted and rejected hits, rewinds.
  • Its own Dependencies window - lists the whole chain the add-on needs and installs the free packages in one click.
  • In-editor documentation - 40+ pages across four tabs (Get Started, Manual, Scripting, Reference), searchable, with shortcuts into the windows and menus they describe.

📦 What Is in the Box 📦

  • 7 networked sample scenes - the Showcase arena with the full Gatling sample arsenal, a PvP range, a co-op 2D bullet hell, thrown objects, server-side traps and turrets, a wind range and the stress bench - plus an optional ManagersLoader boot sample.
  • Components you drop on what you already have - a network shooter per player, a rewind target on whatever can be hit, one manager per scene. Firing uses Gatling's own API.
  • Full C# source. No DLLs.

Setup - import Gatling and FishNet 4.x+ (free on the Asset Store), import this package, then click Install in the Dependencies window that opens. The free AnkleBreaker packages install themselves through Unity's Package Manager, which needs Git installed on your computer to install those in one click.