// the find
BeardedManStudios/ForgeNetworkingRemastered
See various forks, also please join the Forge Community fork of Forge Alloy! -> https://github.com/ForgeAlloyCommunity/ForgeAlloy
Forge Networking Remastered is a Unity multiplayer networking library built in C# that handles state synchronization, RPCs, NAT hole punching, and master servers without CCU limits. It's for Unity indie devs who want a free alternative to Unity's old UNet or Photon. The original author has publicly stepped away and is pointing people to the community fork (ForgeAlloy).
No CCU limits is the real draw — Photon and similar SaaS options get expensive fast at scale. The core was developed outside Unity first, then integrated, which means standalone server support actually works rather than being an afterthought. The code generator for network objects is a solid DX win: define your synced fields in the editor, get generated behavior classes. NAT hole punching and master server support are built in, not bolted on.
Last commit was August 2022 and the README itself says go use the fork instead — adopting this repo directly means you're on a dead branch. The community fork (ForgeAlloy) is the real successor, making this repo a historical artifact more than a viable starting point. No support for Unity's newer features like DOTS or Netcode for GameObjects compatibility, so it's increasingly misaligned with where Unity is heading. Documentation is sparse for anything beyond basic examples, and with the original maintainer gone there's no one to answer questions about the subtle bits like rewind/reconciliation behavior.