# FirstGearGames/FishNet

FishNet: Unity Networking Evolved.

Repository: https://github.com/FirstGearGames/FishNet
Canonical: https://ross.abutalabs.com/products/fishnet
Language: C#
License: NOASSERTION
License Family: other
Last push: 2026-08-21T03:42:31+00:00

## Health v2 (maintenance only)
Score: 92/100 (v2, computed 2026-09-03T02:20:16.233290+00:00)
- activity 98, release rhythm 80, longevity 100
- inputs: {"age_days": 1838, "days_push": 12, "days_rel": 138, "gap_med": 9, "n_releases_24m": 38}
- flags: no_license
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 2027, forks 233 (observed 2026-08-28T04:06:06.951159+00:00)

## What it is
FishNet is a feature-rich networking library for Unity aimed at reliability, ease of use, efficiency, and flexibility. It supports a wide range of multiplayer game types including MMOs, shooters, battle-royale, turn-based, arcade, fighting, physics-based, and mobile games.

## Use cases
- build a multiplayer shooter in unity
- sync game state between clients and server
- add client-side prediction to a unity game
- create an mmo with unity networking
- make a battle royale game with netcode
- host and join games over the network in unity
- implement lag compensation for fast-paced gameplay
- migrate hosts without dropping connections

## When to choose
- you are building a multiplayer game in Unity and need a mature, actively maintained networking solution
- you need advanced features like prediction, lag compensation, or host migration out of the box
- you want a free, open-source alternative to Unity Netcode with strong community support
- your game targets multiple genres including physics-based or mobile multiplayer

## When to avoid
- your project is not built with Unity
- you need a dedicated backend service or matchmaking platform rather than a client networking layer
- you require a networking solution with a permissive license for commercial redistribution and cannot accept the project's custom license terms
- you are building a non-realtime, turn-based-only game where simple state sync would suffice

## Facets
- artifact type: library
- maturity: active
- function: networking, rpc, serialization, game-engine
- domain: cross-platform
- platform: game-engine, cross-platform
- tags: unity, multiplayer, netcode, client-server, host-migration, prediction, lag-compensation, syncvars, scene-management, open-source-networking, game-development, real-time, mobile, desktop

## Member repositories
- FirstGearGames/FishNet (main) score 92

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:06:06.951159+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T02:59:40.950160+00:00, confidence not recorded.
  - readme: https://github.com/FirstGearGames/FishNet (fetched 2026-08-28T04:06:06.951159+00:00, sha b899313a82aa)
- Data as of 2026-08-30T08:39:29.467469+00:00.
