Client-hosted Networking for Unity that Always Connects Your Players
Replicate game object transforms and user-definable properties automatically without the need for any code. Everything is neatly accessible through a visual editor which lets you define and customize properties at a detailed level.
Mecanim animations replicate automatically over the network. Find all your character animations perfectly synchronized without any custom code being required.
If you are building an authoritative game you will enjoy the built in solutions. Look for both authoritative movement with client-side prediction and lag compensated ray-casting. You won't find this feature anywhere else.
Bolt has a built-in event system which distributes the event to the correct receivers, highly configurable and automatically, of course. Events can also be targeted at a specific game object or raised globally. Finetune delivery of events in three modes: Unreliable, Unreliable Synced and Reliable.
Easily build Unity multiplayer games with Bolt and launch on PC, Mac, Mobile, VR/AR or consoles. Want to use Steamworks? Get it with our Steam Add-On for Bolt.
Bolt supports the classic dedicated server and listen servers where the server is just another player aka Master Client. Sweet: session discovery allows your game to automatically find servers running on a local LAN or WiFi.
Networked scene-loading gives you an easy way to load scenes in Unity over the network and assures that you know when all players are loaded into the map.
Match players into games randomly or by parameterized searches. Create a list of open rooms and let players pick one.
No player will get lost with Bolt's Cloud Relay. Whenever a game client cannot connect directly, the connection will be established seamlessly via the Cloud Relay. Guaranteed.
Bolt is our peer2peer networking engine that comes with smart features you won't find with other. Enjoy a powerful event system, authoritative movement with client-side prediction, mecanim replication and a global matchmaking and relay service.
Bolt is a so called 'listen server'.
A listen server works like a dedicated server, but runs in the same process as the game client (Master Client).
Any communication is routed via the Master Client.
Doing so provides similar advantages (no costs for dedicated servers, low latency) and avoids typical disadvantages (difficult synchronization of peers, player with worst connection sets latency for all players) of a peer-2-peer architecture.
Photon Bolt is perfectly suited for room based games with dozens of players. The Master Client's internet connection is a bottle-neck for e.g. an MMO - see Photon Server instead.
While connecting and matching clients is easy in a local network, it becomes extremely complex for online games. Photon Bolt's integrated matchmaking and relay service eliminates connection issues and matches players easily.
In case a client cannot be connected with the Master Client directly, a relay service is needed. Bolt's global relay servers make sure that all your players can connect and enjoy a low latency experience.
Our Bolt for Steam SDK leverages Steamwork' feature-set to any developer whether you are a pro or
beginner. Access to Steamworks API is granted to greenlit games only, but you can develop multiplayer features and test these with Bolt any time.
'Bolt for Steam' is used by Steam's top seller 'The Forest,' which sold over 2.9 million copies.
In case a game client cannot be connected to the master client, the connection is created via Bolt's relay service powered by the Photon Cloud. This is crucial especially in mobile networks as direct connections between clients often cannot be established and a relay is the only option to guarantee your users can actually connect.
Listen servers do not require any special infrastructure or forward planning to set up, which makes them perfect for LAN games. Photon Bolt's session discovery finds servers running on a local LAN or WiFi automatically, so connecting & matching players is a breeze.