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Reactor Multiplayer Engine

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 the Game You Actually Want to Build.

  • Hundreds or thousands of networked physics objects in a single scene

  • Dense crowds with real interaction, not faked animation

  • Complex physics as core gameplay — not a networking liability

  • Persistent worlds that run for months without restarts

The Hard Part Is the Physics.

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.

See all Features

Built something that other network solutions couldn’t handle?