The network engine.

At the core of UnityPark Suite is the network engine uLink. It offers an unprecedented workflow and powerful capabilities.

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Overview.

Unity and uLink were made for each other. Use uLink for implementing the network infrastructure in any kind of multiplayer game.

uLink’s API follows the same design philosophy as Unity itself. Its design and architecture means you can achieve the same functionality with less code, and by utilizing ready-to-use building blocks you can slash the development time into a fraction compared to other solutions. It is built from the ground up to be more robust and powerful than any other network engine on the market. In short, with uLink you can:

  1. Write the network code in the Unity editor and re-use the scripts for both the client and the server.
  1. Make use of the most comprehensive API available for Unity developers (more than four times as rich as the Unity built-in network.)
  2. Use Unity’s physics on the server side.
  3. Do powerful bandwidth optimizations and game object serializations.
  4. Access complete technical documentation and examples online.
  5. Use extensive authoritative server support. 

Read more in the document “Why you’ll love uLink” (pdf).

Performance.

uLink is engineered for slashing development time but it still outperforms its competition in all the comparisons made to date. uLink is able to do so since it has been able to take advantage of last years vast improvements in C# and by being tightly integrated with Unity as a server. The superior performance becomes even more apparent when a game uses physics on the server side.

FPS games.

uLink has several core features for First Person Shooters (FPS). Most of them are demonstrated in the free demo game Snowbox, which is included (with source code) in uLink. Use the example code to learn and get a head start. Get your hands on some script code for dead reckoning and client side prediction and then implement those features in your own game.

MMO games.

Set up several game servers, one for each zone in an MMO world. Use the uLink features to transfer player’s characters or NPCs between game servers. Use encrypted network traffic between clients and servers to make secure in-game transactions (for example trading virtual items).

Other game types.

uLink can be used to build any kind of multiplayer game. For example, there are some performance guidelines availble for hosting very high number of players in a single uLink game server. This is useful when designing social web games.

Compatible with Unity built-in network.

uLink uses the same programming paradigm as Unity’s built-in network, making it easy for developers to start using uLink. Convert code written for the Unity built-in network with two simple clicks using the included code converting tool.

Just like Unity’s built-in network, uLink includes a master server, a proxy server and a policy server. But the uLink master server has more features and it runs on both Linux and Windows.

Licences.

The evaluation version of uLink is free and valid for 30 days. Technically there are no restrictions if one would like to continue to evaluate past the 30 days.

A uLink licence is valid for one game title and can be acquired separately or as part of the UnityPark Suite licencing package. Visit the Buy page to get a licence.

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Product info

Why you’ll love uLink (pdf)

Manual

API

Tutorials & Examples

What’s New

Target platforms

Web Player

PC & Mac Standalone

iPhone, iPod Touch & iPad

Android

Xbox 360

PS3

Nintendo Wii

Dev. platforms

Unity Editor (PC & Mac)

Language support

JavaScript (UnityScript)

C#

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