Divine object updates
Position and rotation replicate at 1.5 to 3.3 bytes an update, every tick they change. That is the real-time cost, not a number an interval bought.
Nucleus is a multiplayer networking engine with hundreds of shipped features. Below are the ones picked for what they change about your game, grouped by the problem they solve: bandwidth, feel, bad connections, scale, content, communication, fair play, and fitting whatever you are building. The rest is the detail underneath these.
Nucleus sends changes, packed to the bit, batched into as few packets as it can. You write ordinary fields and the engine decides what actually goes out.
Position and rotation replicate at 1.5 to 3.3 bytes an update, every tick they change. That is the real-time cost, not a number an interval bought.
A delta encoder built for the job, coming out 20 to 40% ahead of the deltas other frameworks send.
Far less packet overhead, without you managing when anything sends.
Players who join late or come back into range get the whole world; everyone else pays only for what changed.
Near-zero garbage while your game runs, covering every framework and data type including your own.
Mark a field and it replicates. No hand-written networking code, and no runtime cost for it.
Pace any value yourself, from every tick it changes down to once every two seconds. Or hand it to level of detail and each player gets their own rate for it, chosen by how far the object is from them.
Prediction, reconciliation and smoothing are built in, so your character answers the controller immediately while the server stays the authority on what really happened.
Read the interpolated value instead of the raw one and any replicated type animates between ticks, vectors, rotations, floats and your own types included, in one line.
Input is collected every frame, carrying where inside the tick it happened, while the server keeps simulating on its fixed step. Players on high frame rates act on what they actually pressed instead of what survived rounding to a tick boundary.
Your character responds instantly, and still cannot cheat.
Physics objects stay in sync whether the server or a client owns them, and they get there without rewinding and resimulating the world every time a correction lands.
Spawn or despawn something and use it straight away, without waiting on the server to approve it. A predicted spawn catches up the time it spent in flight.
Shots count against what the shooter saw on screen.
State, input, spawns, despawns and physics all resolve on tick boundaries rather than whenever a frame happens to land. Both machines are talking about the same instant, so comparisons are exact and a bug reproduces.
Delivery is unreliable and acknowledged rather than reliable and stalling. Losses are repaired, and you can reproduce a bad line on your own machine before a player finds it.
Fast delivery as standard, a reliable channel when you need one, and nothing stalls behind a lost packet.
Missing updates, spawns and despawns are repaired, so a rough connection catches up instead of desyncing.
Bandwidth, ping, jitter and packet loss, ready to show players or act on.
Reproduce lag, jitter and packet loss on your own machine.
A player who drops and comes back relinks to the world they had, with the objects they controlled held for them rather than freed to whoever asks first. What a dropped client clears is your call.
Area of interest decides who hears about what, which is the single biggest lever on how far a server goes. The same group covers the small end: objects several players can write to, and two people on one machine counting as two players.
Players receive only what matters to them, which is the main lever on how many players and objects you can support. Distance is measured from what each player controls, and the rules are yours to stack.
A player walking into a crowded area is fed the objects over several ticks rather than all at once, so arriving somewhere busy never costs a stall.
Lists, arrays, sets, dictionaries and queues replicate themselves, sending the operation that changed them rather than the whole collection.
Raise or lower the simulation rate on a live session, so a busy server can trade precision for headroom instead of being restarted.
Two people on one machine count as two players, for couch co-op.
Scenes are networked objects in their own right: load them per player or for everyone, run several copies at once, and stream the content they need on demand. Objects move between them, reparent to one another while the game runs, and the whole world can be put away and brought back.
Load scenes for one player or everyone, run many copies of a scene at once, and move players between them in one call.
Ship small and stream the rest. Players are prompted to load what they need automatically, and never hear about content they cannot build.
Move a spawned object and everything under it into another scene, and let a player carry what they are steering across with them.
Parent one networked object to another while the game runs and every player follows, parents placed before their children.
Save a running world and load it back later. What only made sense inside the session it came from is dropped rather than restored.
Object-scoped calls for gameplay, and your own message types for everything that is not about an object in the world.
Call a method on an object and choose who runs it: the server, everyone watching it, one player, or everyone but one. Client to client included.
Send your own message types between server and player. They are not bound to a networked object, so anything can listen: a UI screen, a manager, a script with nothing to do with networking.
Pick the channel on the send itself, and anything too big for a single packet moves to the reliable one on its own rather than failing.
Control of an object is something you grant and take back. Everything a client claims is checked, and misbehaviour is reported to you with detail rather than swallowed.
Fifteen kinds of misbehaviour are caught for you, each reported with details and a sensible default punishment.
Several players can change one object safely, with the winner decided for you and the change attributed.
Use your own account system, and players see nothing until you approve them. Wrap every packet the engine sends for encryption, compression or an integrity check, in one place.
Nucleus is a C# library with no engine dependency, configured the way hosting providers expect.
A plain C# library with no engine dependency, so it runs wherever .NET does, headless servers included. The official Unity plugin ships with it, and more than thirty runnable demos.
In the Unity plugin, add a component and it replicates: transforms, animators, rigidbodies, NavMesh agents, scene loading and player spawning, each with an inspector and no networking code from you.
The session survives the host leaving. A relay transport, a pluggable session host and reclaim tokens hand the world to a successor with its objects and their owners intact.
Set port and address with launch flags, the way hosting providers and automated deploys expect.