Intro
Building low-latency cross-platform multiplayer and reliable crossplay requires picking the right networking stack. The options range from hosted real-time services with matchmaking and relays to lightweight UDP libraries for fully custom servers. This listicle walks through 10 proven networking solutions, what each does best, platform support, trade-offs, and official links so you can match a solution to your project goals.
- Photon (Fusion / Realtime)
- What it is: Hosted multiplayer platform with multiple SDKs (Photon Realtime, Photon Fusion) optimized for real-time, low-latency games and cross-platform clients.
- Strengths: Turnkey cloud hosts, easy SDK integrations for Unity/Unreal/JS, built-in matchmaking, rooms, relay and authoritative server models (Fusion supports host/client and authoritative modes). Designed for low-latency multiplayer via UDP-based transports and cloud edge servers.
- Weaknesses: Pricing can rise with concurrent users; hosted architecture limits custom server-side logic unless you use Photon Server on-prem or Cloud Functions.
- Platforms: Unity, Unreal, Web, iOS, Android, consoles (with platform approval).
- Best for: Rapidly shipping real-time multiplayer (FPS, action, small-to-medium scale).
- Learn more: https://www.photonengine.com/en-US/Fusion
- Epic Online Services (EOS)
- What it is: Free SDK suite from Epic that provides cross-platform services (authentication, lobbies, matchmaking, voice, user accounts, achievements) aimed at enabling crossplay across platforms.
- Strengths: Explicitly designed to enable crossplay across PC, consoles and mobile; free to use (no revenue share) and engine-agnostic; integrates with existing servers or third-party backends.
- Weaknesses: Not a full hosted server product—provides services you integrate with your server or other hosting; console approvals still required per platform.
- Platforms: Engine-agnostic; works with Unreal, Unity, custom engines; supports PC, consoles, mobile.
- Best for: Developers who need robust crossplay infrastructure (lobbies, friends, presence) and want to combine with custom or third-party servers.
- Learn more: https://dev.epicgames.com/en-US/services
- Unity Netcode (Netcode for GameObjects) + Unity Relay & Lobby
- What it is: Unity’s official multiplayer stack (Netcode for GameObjects) combined with Unity’s Relay and Lobby services for matchmaking and NAT traversal.
- Strengths: Tight Unity integration, out-of-the-box object replication, transport adapters, and cloud relay to avoid NAT issues — speeds up cross-platform Unity projects. Unity Relay avoids direct P2P NAT problems for low-latency sessions.
- Weaknesses: Primarily for Unity games; feature set still evolving compared to mature third-party platforms. For very large-scale or custom authoritative backends you may need extra infrastructure.
- Platforms: Unity-supported platforms (PC, consoles, mobile, WebGL with constraints).
- Best for: Unity-first teams who want integrated tooling and managed relay services.
- Learn more: https://docs-multiplayer.unity3d.com/
- Microsoft PlayFab Multiplayer + Matchmaking/Party
- What it is: PlayFab (Microsoft) provides backend services including Multiplayer Servers, matchmaker (Matchmaking/Party), and integration with ticketing/party systems for crossplay.
- Strengths: Full backend suite (player data, analytics, matchmaking, dedicated server hosting options), strong Azure integration and tooling for production-scale games. Good for cross-platform games that need flexible server control.
- Weaknesses: Uses cloud hosting and can require substantial ops planning; complexity rises for advanced customizations.
-Platforms: Engine-agnostic; supports PC, mobile, consoles via appropriate SDKs. - Best for: Live-service games that need integrated telemetry, scaling and server orchestration.
- Learn more: https://learn.microsoft.com/en-us/gaming/playfab/
- Amazon GameLift (including FlexMatch)
- What it is: AWS-managed game server hosting and matchmaking. GameLift provides scaling, session management and FlexMatch for rules-based matchmaking.
- Strengths: High scalability, support for dedicated server fleets, autoscaling and deep AWS ecosystem for production reliability and global regions. FlexMatch provides flexible matchmaking rules.
- Weaknesses: Requires cloud ops competence; cost depends on instance usage; not a client SDK-first multiplayer framework — you supply the game servers.
- Platforms: Engine-agnostic; widely used for PC/console/dedicated server games.
- Best for: Teams building authoritative dedicated servers that need global scaling and advanced fleet management.
- Learn more: https://aws.amazon.com/gamelift/
- Nakama (Heroic Labs)
- What it is: Open-source, authoritative server for real-time and turn-based multiplayer, with built-in social, leaderboards, matchmaking and RPC for custom game logic.
- Strengths: Open-source (self-host or use hosted Heroic Cloud), supports realtime multiplayer (WebSocket), matches, persistence, custom server modules, and cross-platform clients. Good for custom authoritative servers and persistent worlds.
- Weaknesses: Self-hosting brings operational overhead (or use hosted plan). Real-time networking features are powerful but may require more development than plug-and-play services.
- Platforms: Language SDKs for Unity, Unreal, Godot, JavaScript, and native clients.
- Best for: Teams that want full control over server logic and an open-source core with real-time features.
- Learn more: https://heroiclabs.com/docs/
- Colyseus
- What it is: An open-source multiplayer framework for Node.js that simplifies real-time rooms and state synchronization for browser and native games.
- Strengths: Lightweight, easy to start with, strong for browser-based or Node-server-hosted games. Good state sync abstractions and quick prototyping.
- Weaknesses: Node.js single-threaded model may require sharding for large scale; less turnkey for global hosting compared to managed cloud game platforms.
- Platforms: Web, mobile and native via client SDKs; server runs on Node.js.
- Best for: Indie teams and web-first multiplayer projects that need quick dev cycles and a friendly API.
- Learn more: https://www.colyseus.io/
- Mirror (Unity community networking)
- What it is: Open-source high-level networking library for Unity that evolved from UNet; pairs with transport layers (kcp, LiteNetLib) to build authoritative servers or host sessions.
- Strengths: Familiar high-level Unity API, active community, full source, flexible transports for UDP reliability and performance. Good for teams building custom authoritative solutions within Unity.
- Weaknesses: Not a cloud-hosted service — you must run servers or combine with hosting; requires network engineering for large-scale deployments.
- Platforms: Unity (PC, consoles, mobile).
- Best for: Unity teams needing full control over server logic and custom transports while retaining a high-level API.
- Learn more: https://vis2k.github.io/Mirror/
- WebRTC (DataChannels)
- What it is: Open standard for real-time P2P audio/video/data. DataChannels enable low-latency peer-to-peer messages with SCTP over DTLS/UDP, commonly used for browser and native real-time apps.
- Strengths: Very low latency for peer-to-peer use, built into browsers (no plugin) and available via native SDKs; works well for small multiplayer sessions and real-time voice. Can be used with TURN relays to traverse NATs.
- Weaknesses: P2P scaling and fairness issues (bandwidth, NATs, and host-machine reliability); requires signaling and optional relay (TURN) for cases where direct P2P fails. Not a full game backend—combine with server infrastructure for matchmaking and persistent state.
- Platforms: Browser, native (Android/iOS/desktop via SDKs).
- Best for: Browser-based real-time games, fast P2P sessions, voice/chat and small group games requiring minimal server-state.
- Learn more: https://webrtc.org/
- ENet and LiteNetLib (UDP-based networking libraries)
- What it is: Lightweight UDP libraries that offer reliability, ordering and low-level control for building custom multiplayer transports (ENet is C/C++ based; LiteNetLib is a popular C# alternative).
- Strengths: Very low-level control and performance — reliable UDP with configurable channels, ideal for building high-performance authoritative servers and custom protocols. Good for low-latency action games.
- Weaknesses: Lower-level: you must implement game-state sync, matchmaking, relays, and server ops yourself or combine with other services. More engineering work required.
-Platforms: ENet is cross-language via bindings; LiteNetLib for .NET/Unity. - Best for: Teams building highly custom, performance-sensitive engines and server architectures.
- Learn more: ENet: https://github.com/lsalzman/enet | LiteNetLib: https://github.com/RevenantX/LiteNetLib
How to pick the right solution (quick checklist)
- Latency needs: For fastest hops and P2P, consider WebRTC or UDP libraries (ENet/LiteNetLib). For robust low-latency across NATs and platforms, use dedicated relays (Photon Fusion, Unity Relay) or dedicated servers (GameLift, PlayFab Multiplayer).
- Server model: Client-hosted or authoritative dedicated servers? Hosted platforms (Photon, GameLift, PlayFab) and Nakama support authoritative models; P2P and WebRTC are less authoritative.
- Crossplay & platform policy: To ship crossplay on consoles you’ll still need console approvals and often platform-specific SDKs; services like EOS and PlayFab can simplify cross-account identity and crossplay features. See Epic for crossplay tooling: https://dev.epicgames.com/en-US/services
- Scale & Ops: For production, consider managed hosting (GameLift, PlayFab, Photon Cloud) or managed open-source hosting (Heroic Cloud for Nakama).
- Engine integration & dev speed: If you’re Unity-first, Unity Netcode or Mirror shorten time to prototype. Photon offers wide engine SDK coverage for fast rollout.
Conclusion
There’s no one-size-fits-all networking choice. If you need a fast route to market with built-in matchmaking and relays, Photon or PlayFab/Unity services are great. If you need crossplay primitives and friends/lobby systems across consoles, Epic Online Services is purpose-built for that. If you want full control and open-source flexibility, Nakama or ENet/LiteNetLib + custom servers are better. For web-native low-latency P2P, WebRTC is ideal. Balance latency, scale, ops overhead and engine fit when deciding — and prototype early with one of the above to validate real-world latency and crossplay behavior.
Further reading and resources
- Photon Fusion: https://www.photonengine.com/en-US/Fusion
- Epic Online Services: https://dev.epicgames.com/en-US/services
- Unity Multiplayer docs (Netcode/Relay/Lobby): https://docs-multiplayer.unity3d.com/
- PlayFab docs: https://learn.microsoft.com/en-us/gaming/playfab/
- Amazon GameLift: https://aws.amazon.com/gamelift/
- Nakama docs (Heroic Labs): https://heroiclabs.com/docs/
- Colyseus: https://www.colyseus.io/
- Mirror (Unity): https://vis2k.github.io/Mirror/
- WebRTC: https://webrtc.org/
- ENet (GitHub): https://github.com/lsalzman/enet
- LiteNetLib (GitHub): https://github.com/RevenantX/LiteNetLib
If you tell me your target engine, expected concurrent player counts, and whether you want managed hosting or full control, I can recommend the top 2–3 options and a basic integration roadmap.