Reactor multiplayer engine for Unity Free to develop locally. Free to self-host up to 32 CCU. Cloud hosting from $20/mo. See pricing →

Build the multiplayer game
your engine said you couldn't.

You shouldn't have to shrink your game design to fit your netcode. Reactor makes sure you don't: it compresses your traffic automatically, with no serialization code to write.

Survivors demo 4 players 5,000 enemies 15 Hz send rate 50 to 70 KB/s per player

Efficient out of the box.

In a controlled benchmark, Reactor moved 17x less transform data than Unity's Netcode for GameObjects and 9.5x less than Photon Fusion 2. Wire bandwidth, including protocol overhead, was about 6x lower at typical loads.

Transform goodput per updatebytes
Reactor2
Fusion 219
NGO34

Click to deploy. Nothing to babysit.

Publish a server image from the Unity editor and launch it on Reactor Cloud. Matchmaking, scaling, and persistent data are part of the hosted service. Use Unity physics or a physics engine of your choice.

Unity editor → live server

  1. Ctrl+F2Build server configs
  2. Reactor → Start Local ServerTest on your machine
  3. Reactor → PublishingPublish the server image
  4. Reactor → ServersLaunch an instance
KS Reactor Unity SDK
Component sync for transforms, animation, physics, and custom properties on any Unity game object.
KS Reactor Server
C# runtime: server-authoritative physics, room scripts, tick-rate control, cluster persistence.
KS Reactor Cloud
Managed hosting with matchmaking, region selection, and automatic scaling. From $20/mo. Replaces: Photon Cloud, Normcore
Multi-threaded physics
Unity physics on parallel server threads with deterministic ticks. Hundreds of concurrent simulations.
Cluster and room messaging
Cross-room RPCs and shared cluster state. Sharded MMOs without a custom messaging layer.

Built to scale

Compression covers bandwidth. These engine systems cover large object counts and high player counts.

Sync groups and interest management
Each player receives updates only for nearby entities. Per-player bandwidth stays flat as the world grows.
Server-authoritative physics
Raycasts, sweeps, and overlap queries run on the server. Hit detection does not depend on what the client reports.
Built-in prediction and interpolation
Predictors interpolate motion between server snapshots, and reconciliation against the server is built into the engine.
Turn single-player into multiplayer
Add transform, animation, and ownership sync components to the controller you already have. The same code runs on the client and the server.
G4
G5
G6
G7
G8
G9
G10
G11
G12
G13
G14
G15
P
Synced to player Culled Active sync group

One player in a world of thousands of entities receives updates from the active sync groups only.

Mutant Mayhem by KamJam Games, in development. Footage courtesy of KamJam Games.

Case study

2 years to build a game, 3 days to add multiplayer

Matt Van Alstyne is building Mutant Mayhem, his first Unity game, alone. Multiplayer was not in the plan.

Design in one evening, implementation in about two and a half days
Second player, enemies, upgrades, building, turrets, public lobby, in that order.
A 4-player match on day three
The stress test ran with his phone as the authoritative host: 60 to 20 fps at the busiest points, and the match stayed in sync.
Server authority next, without a rewrite
Session validation, spawn validators, and reconnect handling, added to the same codebase.
Read the case study →

Built with KinematicSoup tools

Also from KinematicSoup

Scene Fusion: real-time Unity co-editing

Multiple developers editing the same scene at the same time, live. Scene Fusion syncs transforms, prefab edits, and terrain changes across the team as you work.

Learn more →

Recognition

Epic MegaGrant recipient 2022
Unity Asset Store Featured partner
Read the announcement Blog

Start building. No credit card required.

Free to develop locally and to self-host up to 32 CCU. Cloud hosting starts at $20 a month.

Survivors demo · 5,000 enemies · 15 Hz send rate · 50 to 70 KB/s per player