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FigNet Core is a simple, scalable, fast, and transport layer-agnostic networking solution for real-time games & apps.
Render pipeline compatibility
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Unity VersionBuilt-inURPHDRP
2020.3.36f1
Compatible
Not compatible
Not compatible
Description

FigNet Core is a simple, scalable, fast, and transport layer-agnostic networking solution for real-time games & apps.


- Virtually unlimited CCUs - no CCU limit.

- Easy-to-use with a simple Request-and-response paradigm.

- You can run the server as a .NET core app or Unity app.

- Lightweight & efficient.

- Highly modular, flexible, and extensible design.



Features



- Highly configurable via a centralized configuration file.

- server-to-server & server-to-client communication modes.

- Supports plugin Architecture, providing extensibility, flexibility, and isolation of application features and customs processing logic.

- Logging (built on top of Serilog).

- Support IL2CPP & AOT.

- Built-in primitive data type Serialization, as well as the support for adding custom serializers like MessagePack or Protobuf.

- Written in .Net Core to be supported across a variety of platforms.

- Finely tuned to produce little to no GC pressure.

- Fully multi-threaded.





Supported Low-level Transports [aka Providers]




FigNet Core Supports the following networking libraries as a transport layer.



- ENet-CSharp

- LiteNetLib

- WatsonTCP

- WebSocketSharp




Tested Platforms



- Standalone (windows | Linux | MacOS)

- Android

- IOS

- WebGL



Pricing




FigNet will come as a paid package, as well as a free one. Unlike most networking solutions, there are no limits or restrictions in the free version. The free version comes with the LiteNetLib provider, while users of FigNet Paid will be able to use ENet, TCP, and WebSocket providers as well.



*Note: from version 1.0.6 ENet is set as the default provider




FAQ



Q: Does FigNet provides load-balancing?


A: No, FigNet is a networking solution that facilitates session management, messaging (server-server, client-server), logging and serialization. For server-management features like load-balancing, AWS GameLift, or equivalent technology are recommended.


Q: Does FigNet provides Room Management and High-level features like State Replication.


A: No, FigNet does not provide high-level features like room management and state replication. It is intended to be a low-level, efficient framework.


Q: What platforms does FigNet support?


A: FigNet is corss-pltform. It is written in .NET Core and has been tested on all desktop and mobile platforms, in addition to WebGL. The Unity package is written in .NET 4x.


Q: What options do I have for the server app?


A: You can use the Unity executable or a .NET Core app as the server (both console/headless and graphical builds are supported).




[Getting Started ]

[Among us mod using FigNet ]

[ Demo game | Github page | NuGet server template ]

[ Discord community | Documentation | Unity Forum Thread]


Support Email: m.ahmed310@hotmail.com





This asset uses ENet-CShap, LiteNetLib, WatsonTcp, and WebSocketSharp under MIT License. See Notice.txt file in package for details


FigNet

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FREE
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File size
551.2 KB
Latest version
1.0.6
Latest release date
Jun 30, 2022
Original Unity version
2020.3.36 or higher
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