Multiplayer Without the Ceiling
If your game needs hundreds of physics objects, dense crowds, or complex real-time simulation — you've probably already hit the limits of existing tools. Reactor is built for exactly that.
The Most Bandwidth-Efficient… By a Wide Margin
In a head-to-head benchmark against five leading Unity multiplayer solutions, Reactor delivered 9.5x better bandwidth efficiency than the next closest competitor — and 17x better than the least efficient.
That gap isn't incremental. It's the difference between syncing 500 objects and 5000.
Movement updates run at around ~2 bytes per object — and as low as a few bits depending on the game.
See the open benchmark on GitHub
Build Your Vision, Not Compromises
Sync hundreds or thousands of networked physics objects in a single scene efficiently with no extra development effort. This means you can have dense crowds with real interaction, not faked animation. Utilize complex physics as core gameplay. Build persistent worlds that are always running.
Focus On Building Your Game
We Handle the Rest.
Once your simulation is built, Reactor takes it live — server upload, hosting, orchestration, and room management all from within Unity. No separate infrastructure contract, no DevOps expertise required.
And because Reactor uses a fraction of the bandwidth of other engines, your hosting costs stay predictable as your world grows.
Built something that other network solutions couldn’t handle?