TNet 3 started off as a networking tool for Unity and has since evolved into a powerful Unity Editor extension.
- Easy-to-use networking: sending a message is as simple as calling a function.
- Built 100% in C# and with its core not relying on Unity at all.
- Tiny in size: ~165 kb executable that runs natively on Windows and via Mono on OSX and Linux.
- Lightweight server executable can run anywhere. Even Raspberry Pi!
- Battle-tested in games on both mobile and desktop platforms.
- Powerful Serialization functionality with its DataNode class. Think JSON/XML, but smaller, and capable of natively serializing to/from plain text, binary and LZMA-compressed formats at will.
- The same DataNode class can even be used to export entire Game Object hierarchies or prefabs similar to how Asset Bundles work (but with some additional benefits) — for ultimate modding tools.
- Variety of built-in handy features, such as DataNode-based player data that automatically syncs across the network (think player inventory), ability to save and load files on the server (server-side player saves), settable per-server and per-channel DataNodes, ban/admin lists, and much, much more.
- Various developer tools — from convenience extensions such as object.Invoke(“function”) and object.SetFieldOrPropertyValue(“name”, value), to modding and run-time C# code compilation tools.
- Multiplayer is easily scale-able to support many players. When Windward launched, there were over 300 players connected to TNet running on a dev machine off a regular household broadband connection. CPU usage was between 2-4% and memory usage was about 250 MB!
- Need more information? Check the Documentation page, or watch the beginner’s tutorial.