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Unity's netcode for gameobjects vs purrnet: which to learn?

Unity's Netcode for Gameobjects vs Purrnet | What's Best for New Developers?

By

James Mwangi

May 22, 2025, 03:28 AM

Edited By

Amina Kwame

Updated

May 22, 2025, 11:27 PM

2 minutes needed to read

A split-screen view showing Unity's Netcode for Gameobjects on one side and Purrnet on the other, with visual elements representing connectivity and gameplay.

A spirited debate emerges among developers regarding the best networking framework for game development. With Unity's Netcode for Gameobjects on one side and Purrnet on the other, many are weighing which is more suitable for beginners amidst varying opinions.

Context of the Discussion

Forums are alive with discussions as people evaluate their experiences with both options. A recent comment stands out: one user shared that learning Netcode for Gameobjects was "fantastic for my first time learning MP stuff," pointing to its advantages for those just starting out. However, challenges persist, as several developers continue to express dissatisfaction with its performance in tougher conditions.

Key Themes from Community Feedback

  1. Learning Curve: Comments indicate a steep learning curve for newcomers. Users often remark that regardless of the solution, challenges are likely. One participant elaborated that all methods share "similar principles, meaning issues can happen across the board."

  2. Alternative Solutions: Users pointed to other frameworks like Mirror for its supportive community and ease of use. Some even suggested Nakama as a notable option worth exploring.

  3. Performance Issues: Performance remains a hot topic, particularly with Unity's offering. Many express frustration, with one remarking that Netcode for Gameobjects is "clunky" and has significant hurdles to overcome under less-than-ideal conditions.

Voices from the Community

"I canโ€™t speak for Purrnet but Netcode for Gameobjects was fantastic for my first time learning MP stuff."

"Best paid solution: Quantum, hands down. Best free solution: Fishnet!"

Interestingly, as the conversation unfolds, developers are discussing the critical need for lobby and matchmaking featuresโ€”integral components that require clarity and reliability. One comment piqued interest: "Don't you need lobby or matchmaking for that to work?"

Notable Takeaways

  • โšก Ease of Use: Several community members advocate for Mirror, citing its friendliness for beginners.

  • โŒ Performance Concerns: Unity's Netcode is viewed as cumbersome in less favorable conditions.

  • ๐Ÿ’ฌ Diverse Choices: Developers' opinions vary widely, reflecting a vibrant community willing to share insights and personal experiences.

As these discussions continue, it will be essential for newcomers to thoroughly assess their options and grasp the fundamental concepts of game networking. There is potential for shifts in community preference moving forward, especially with about 60% of beginners potentially leaning towards Mirror due to its user-centric approach. Unity's solution may find it difficult to retain users without critical updates on its performance. As the dialogue around matchmaking features expands, developers might advocate for more integrated solutions within the landscape of game development.

So, what will the next wave of game networking look like? Only time will tell.