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.
Built something that other network solutions couldn’t handle?