
Games

FishNet Multiplayer Development
Server-authoritative Unity networking for MMOs and competitive games
Why We Chose FishNet
When we started building Domi Online, we evaluated every major Unity networking solution: Mirror, Photon, Netcode for GameObjects, and FishNet. For a server-authoritative MMORPG with real economic stakes, FishNet was the clear winner.
FishNet gave us the bandwidth efficiency and server authority needed to support 1,000+ concurrent players on cost-optimised AWS infrastructure - keeping monthly OpEx low enough to spend the budget on content instead of server rental.
FishNet’s Technical Strengths
Server-Authoritative by Default
FishNet enforces server authority out of the box, preventing the client-side cheating that plagues peer-to-peer solutions. Critical for games with real economies or competitive ranking.
Bandwidth Efficiency
Delta compression, SyncVar optimisation, and configurable tick rates let you support more concurrent players without scaling server costs linearly.
Prediction & Reconciliation
Built-in client-side prediction and server reconciliation for responsive gameplay even at 100ms+ latency. Players feel instant feedback while the server stays authoritative.
Object Pooling & Spawning
Networked object pooling eliminates GC spikes from constant spawn/despawn cycles. Essential for MMOs with hundreds of entities in view.
Scene Stacking
Load multiple additive scenes with independent network state. Enables seamless zone transitions without loading screens or player disconnections.
Active Development & Support
FishNet is actively maintained with regular updates, a responsive Discord community, and commercial support options. No abandoned-framework risk.
FishNet vs Mirror vs Photon
A simplified comparison for the most common Unity networking decision. The right choice depends on your game’s architecture and scale requirements.
| Feature | FishNet | Mirror | Photon |
|---|---|---|---|
| Server Authority | Built-in, enforced | Optional, manual | Cloud-dependent |
| Bandwidth Control | Granular delta sync | Basic SyncVars | Photon-managed |
| Dedicated Server | Native support | Native support | Photon Cloud only |
| Cost Model | Free / open-source | Free / open-source | Per-CCU pricing |
| MMO Scale | Proven at 1000+ CCU | Possible with work | Enterprise tier required |
Related Services
Multiplayer & Networking
Full netcode implementation, backend infrastructure, and matchmaking systems.
Learn More →Co-Development
Senior Unity engineers embedded directly in your team for networking sprints.
Learn More →Performance Optimisation
Network profiling, bandwidth reduction, and server-side performance tuning.
Learn More →Building a multiplayer game? Let's discuss whether FishNet is the right fit for your architecture.
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