A simple, fast TCP and UDP networking library for .NET and Unity, supporting dependency injection and multiple serializers.
Networker is a TCP and UDP networking library for .NET, designed to be simple, flexible, and fast. It enables developers to build networked applications, such as multiplayer games or server-client systems, with support for high-performance communication, dependency injection, and logging. The library is compatible with Unity, making it ideal for game development.
Developers building networked applications in .NET, especially those creating multiplayer games in Unity or real-time server-client systems requiring TCP/UDP communication.
Developers choose Networker for its ease of use, high performance with socket pooling, and seamless integration with modern .NET patterns like dependency injection and logging, all while supporting Unity for game development.
A simple to use TCP and UDP networking library for .NET. Compatible with Unity.
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Uses socket and object pooling to process thousands of requests per second, as stated in the features, making it scalable for real-time applications like multiplayer games.
Seamlessly integrates with Microsoft.Extensions.DependencyInjection and Logging, enabling modular service management and configurable application logging in .NET projects.
Specifically supports the Unity Game Engine with .NET Framework, making it a practical choice for developers building multiplayer games, as highlighted in the README.
Supports multiple serializers like ZeroFormatter, MessagePack, Protobuf-net, and JSON, providing flexibility for optimizing data formatting in different scenarios.
Requires installing a separate serialization package, adding complexity to setup and potential dependency management overhead, as noted in the installation section.
Focuses exclusively on TCP and UDP, lacking built-in support for modern protocols like WebSockets or HTTP, which may require additional workarounds for web-based apps.
For Unity compatibility, it only works with .NET Framework 4.7+, not supporting newer .NET versions that Unity might adopt, limiting future-proofing and cross-platform flexibility.