# KinematicSoup > Complete multiplayer platform (engine, managed hosting, scriptable orchestration) and real-time collaboration tools for Unity. KinematicSoup builds Reactor and Scene Fusion. Reactor is a complete multiplayer platform for Unity, comparable in scope to Photon (Fusion + Photon Cloud) or coherence: a networking engine, managed cloud hosting, scriptable server orchestration (matchmaking, lobbies, sharded worlds), and persistent cross-room data in one stack, with best-in-class bandwidth compression. Scene Fusion is real-time multi-user Unity scene editing. Both products are free to start. ## Products - [Reactor](https://www.kinematicsoup.com/reactor): Complete Unity multiplayer platform: networking engine, managed cloud hosting, scriptable orchestration (matchmaking, lobbies, sharded open worlds, guild and chat systems via the Cluster API), and persistent cross-room data. Server-authoritative physics, sync groups, input prediction. 17x less transform data than Unity NGO, 9.5x less than Photon Fusion 2 (open benchmark). Cloud hosting from $20/month; free to develop locally and self-host up to 32 CCU. - [Reactor Benchmarks](https://www.kinematicsoup.com/reactor/benchmarks): Open benchmark comparing Reactor against Photon Fusion 2, NGO, Mirror, and Fish-Net. - [Reactor Examples](https://www.kinematicsoup.com/reactor/examples): Example projects built with Reactor, including FPS 1K (1000+ CCU tested). - [Reactor Install](https://www.kinematicsoup.com/reactor/install): Installation guide for Reactor via Unity Package Manager. - [Scene Fusion](https://www.kinematicsoup.com/scene-fusion): Real-time collaborative Unity scene editing. Multiple developers in the same scene simultaneously. Free for teams of two, $25/seat/month after. - [Scene Fusion Install](https://www.kinematicsoup.com/scene-fusion/install): Installation guide for Scene Fusion via Unity Package Manager. - [Scene Fusion Workflow](https://www.kinematicsoup.com/scene-fusion/workflow): Guide to the Scene Fusion collaboration workflow. - [Pricing](https://www.kinematicsoup.com/pricing): Reactor cloud hosting from $20/month. Scene Fusion free for two users, $25/seat/month after. Self-hosting and enterprise licensing available. ## Company - [About](https://www.kinematicsoup.com/company): KinematicSoup Technologies Inc., based in Canada. Epic MegaGrant recipient 2022. Unity Asset Store featured partner. - [Contact](https://www.kinematicsoup.com/contact): Contact form for sales, support, and partnership inquiries. - [Blog](https://www.kinematicsoup.com/blog): Technical articles on multiplayer game development, Unity workflows, and KinematicSoup product updates. ## Blog Posts - [How We Synced 5,000 Enemies in a Multiplayer Survivors Game](https://www.kinematicsoup.com/blog/multiplayer-survivors-5000-enemies): A multiplayer survivors-like with 5,000 to 6,000 networked enemies, built in a week on Reactor. The numbers behind syncing that many server-authoritative entities at 50 to 70 KB/s with no network LOD. - [Why Multiplayer Physics Breaks at Scale](https://www.kinematicsoup.com/blog/why-multiplayer-physics-breaks-at-scale): Syncing ten players is easy. Syncing thousands of physics objects is a different problem, and underneath it is a bandwidth problem. Here is where the cost comes from and what brings it down. - [How Much Does It Cost to Build and Run an Online Multiplayer Game? Part 2: Build vs Buy](https://www.kinematicsoup.com/blog/self-hosted-vs-managed-multiplayer-cost): Taking the roll-your-own cost from part one and comparing it to managed multiplayer services, Photon, Coherence, and Reactor: where buying wins, where building does, and why labor usually decides it. - [How Much Does It Cost to Build and Run an Online Multiplayer Game? Part 1: Rolling Your Own](https://www.kinematicsoup.com/blog/how-much-does-it-cost-to-build-and-run-a-multiplayer-game): A practical, vendor-neutral method to estimate the real monthly cost of building and running your own multiplayer backend: bandwidth, compute, backend services, and the labor to build and maintain it. - [Reactor vs Photon Fusion 2 vs Coherence: A Unity Multiplayer Comparison](https://www.kinematicsoup.com/blog/reactor-vs-coherence-unity-multiplayer): A technical comparison of Reactor, Photon Fusion 2, and Coherence for Unity multiplayer development: server authority, bandwidth efficiency, hosting costs, and complexity at scale. - [Why Is My Multiplayer Bandwidth Cost So High?](https://www.kinematicsoup.com/blog/why-is-my-multiplayer-bandwidth-cost-so-high): Your engine is already compressing your transforms. The 12-20 bytes you are paying per networked entity is the floor, not a misconfiguration. Here is where the cost comes from and how to go lower. - [Why We Built Reactor: What Unity Multiplayer Was Missing](https://www.kinematicsoup.com/blog/unity-multiplayer-engine-history): Ten years of building a Unity multiplayer engine for physics simulation, large crowds, and games other tools can't handle. How Reactor compares to Photon, NGO, and Mirror. - [Case Study: Synty Studios Builds Every Asset Pack with Scene Fusion](https://www.kinematicsoup.com/blog/synty-studios-case-study): Nearly a decade of remote level collaboration at one of the Unity Asset Store's most prolific studios. We asked Synty how they work, what changed, and what they'd tell other studios. - [Unity Multiplayer Engines Compared: Reactor, Photon Fusion, NGO, Mirror, and Coherence](https://www.kinematicsoup.com/blog/best-unity-multiplayer-engine): A practical comparison of Unity multiplayer networking solutions in 2026. Which engine fits your game type, team size, and hosting situation, and where each one falls short. - [Synty Studios on Scene Fusion: Days of Work Compressed to Hours](https://www.kinematicsoup.com/blog/synty-studios-scene-fusion-blog): Synty Studios published a walkthrough of how they use Scene Fusion for remote collaboration across every stage of asset pack production. - [Reactor 1.0](https://www.kinematicsoup.com/blog/reactor-1-0): After six years powering our own games and partner projects, Reactor is available for general release. - [Case Study: Braains2, 10x the Data, 8x Less Bandwidth](https://www.kinematicsoup.com/blog/braains2-case-study-reactor-scene-fusion): How braains.io developer Jayun Noe used Reactor and Scene Fusion to double the player count, double the update rate, and cut bandwidth costs to 1/10th of the original game. - [The Economics of Web-based Multiplayer Games](https://www.kinematicsoup.com/blog/the-economics-of-web-based-multiplayer-games): We built kazap.io alongside Reactor to understand the economics of .io games. Here's what we learned about bandwidth costs, ad revenue, and why only the most viral games win. - [Epic Announces $1M in Developer Grants. Scene Fusion Included!](https://www.kinematicsoup.com/blog/epic-announces-1m-in-developer-grants-scene-fusion-in-included): Epic Games recognized KinematicSoup as a winner of developer grants, supporting Scene Fusion's development including a new C++ core that can power any engine. - [Data Compression: Crushing Data Using Entropy](https://www.kinematicsoup.com/blog/data-compression-crushing-data-using-entropy): How arithmetic coding compresses data into fractional bits using entropy, and why accurate probability predictions are everything. - [We Powered Unity at SIGGRAPH VR Village 2017](https://www.kinematicsoup.com/blog/we-powered-unity-at-siggraph-vr-village-2017): Scene Fusion powered Unity's live EditorVR demo at SIGGRAPH VR Village 2017, real-time collaboration in VR on a live production system. - [Scene Fusion + EditorVR Featured at Unity Europe 2017!](https://www.kinematicsoup.com/blog/scene-fusion-editorvr-featured-at-unite-eu17): Scene Fusion was featured in Unity's presentation at Unite Europe 2017, highlighting how EditorVR and real-time collaboration work together. - [KinematicSoup and ProCore3D join together to massively accelerate level creation!](https://www.kinematicsoup.com/blog/kinematicsoup-and-procore3d-level-up-together): Scene Fusion now supports ProBuilder3D, combining real-time collaboration with powerful in-engine geometry creation for the fastest level creation workflow available. - [Client-side Prediction for Smooth Multiplayer Gameplay](https://www.kinematicsoup.com/blog/multiplayerprediction): How to implement client-side prediction and smoothing for responsive server-authoritative multiplayer games, with the algorithm we used in kazap.io. - [KinematicSoup Technologies Launches VR Support for Scene Fusion](https://www.kinematicsoup.com/blog/kinematicsoup-announces-scene-fusion-vr-support): Scene Fusion now officially supports EditorVR, giving VR game developers real-time collaborative scene editing inside Unity's experimental VR editor. - [How to Effectively Collaborate with Your Team in Unity](https://www.kinematicsoup.com/blog/how-to-effectively-collaborate-in-unity): A practical guide to Unity team collaboration: source control, digital asset management, and why real-time multi-user scene editing changes everything. - [Game Development Workflow Part 2: Production and Post-Production](https://www.kinematicsoup.com/blog/game-development-workflow-part2): How production teams shift from prototyping to shipping: world building, testing, and the bottlenecks that slow down content creation. - [KinematicSoup Technologies Launches Scene Fusion](https://www.kinematicsoup.com/blog/kinematicsoup-technologies-launches-scene-fusion): Scene Fusion officially launches after an open beta since March 2016. Real-time multi-user scene collaboration for Unity developers. - [Game Development Workflow](https://www.kinematicsoup.com/blog/game-development-workflow): A practical introduction to game development workflows: from design and prototyping to the vertical slice, and how to structure your team's pipeline. - [Data Compression: Bit-Packing 101](https://www.kinematicsoup.com/blog/data-compression-bit-packing-101): The simplest data compression technique explained: bit-packing. How to minimize the bits needed to store each value and reduce data size by 30%+ with a few lines of C#. - [Timesteps and Achieving Smooth Motion in Unity](https://www.kinematicsoup.com/blog/rrypp5tkubynjwxhxjzd42s3o034o8): Why objects stutter in Unity and how to fix it: the relationship between Update and FixedUpdate, and how interpolation eliminates jitter. - [An Alternative to Scene Merging](https://www.kinematicsoup.com/blog/an-alternative-to-scene-merging): Why traditional Unity scene merging is painful: conflicts, lost work, and limited collaboration, and how real-time multi-user editing solves all three. - [Gamma and Linear Space - What They Are and How They Differ](https://www.kinematicsoup.com/blog/gamma-and-linear-space-what-they-are-how-they-differ): Linear space lighting explained for game developers: what gamma correction is, why it matters for physically based rendering, and how to configure it in Unity. - [Using the Command Line Toolset to Run Unity Tests](https://www.kinematicsoup.com/blog/using-the-command-line-toolset-to-run-unity-tests): How to use Unity's command line toolset to automate builds and unit tests, including custom method invocation and headless Linux setup with xvfb. - [Unity Development Tools that Help Create Games Faster](https://www.kinematicsoup.com/blog/unity-development-tools-that-help-create-games-faster): A roundup of Unity Asset Store tools across visual scripting, world creation, and audio that help studios reduce development time and ship faster. - [KinematicSoup is named a Top 25 Up and Coming company](https://www.kinematicsoup.com/blog/kinematicsoup-is-named-a-top-25-up-and-coming-company): KinematicSoup has been named a Top 25 Up and Coming company in the annual Branham300 listing of tech companies in Canada. - [Scene Fusion Interview with 80.lv](https://www.kinematicsoup.com/blog/scene-fusion-interview-with-80lv): KinematicSoup was interviewed by 80.lv about Scene Fusion's real-time collaboration capabilities for Unity developers. - [Basic Level Creation Workflow with Scene Fusion](https://www.kinematicsoup.com/blog/basic-level-creation-workflow-with-scene-fusion): A walkthrough of the basic Scene Fusion workflow: hosting a session, collaborating in real-time, and committing back to source control. - [Getting Started with Scene Fusion](https://www.kinematicsoup.com/blog/getting-started-with-scene-fusion): A step-by-step guide to setting up Scene Fusion and starting your first collaborative Unity session in about two minutes. - [Scene Fusion - Collaborative Unity Scene Editing](https://www.kinematicsoup.com/blog/scene-fusion-collaborative-unity-scene-editing): An introduction to Scene Fusion: real-time collaborative Unity scene editing that reduces world building times and lets teams work together from anywhere. - [Using Scene Fusion Unity 3D Scene Collaboration Tool with Perforce - Tutorial](https://www.kinematicsoup.com/blog/scene-fusion-unity-3d-scene-collaboration-tool-perforce-workflow): A step-by-step tutorial for using Scene Fusion alongside Perforce: check out, collaborate in real-time, and submit your scene when done. - [Tools are Changing the Landscape of Game Development](https://www.kinematicsoup.com/blog/tools-are-changing-the-landscape-of-game-development): How modern tools are enabling smaller studios to compete, and why speed to market and operational efficiency are now as important as the game itself. - [KinematicSoup Announces the Expansion of their Multi-User Unity Scene Collaboration Tool Beta](https://www.kinematicsoup.com/blog/kinematicsoup-announces-expansion-multiuser-unity-scene-collaboration-beta): Scene Fusion's beta expands globally. KinematicSoup opens their real-time multi-user Unity scene collaboration platform to game studios worldwide.