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Engines

Engines and transports NetCraftGames can host

NetCraftGames hosts existing multiplayer games on two lanes: dedicated servers built for Linux x64 (plus a limited direct lane for custom TCP or UDP servers), and managed WebRTC signaling rooms. Seven engine and transport pages explain the real setup and the honest gaps. None is certified yet.

By Charging Bull SoftwareLast updated:

The lanes

Dedicated server lane. For Unity NGO or Mirror, Unreal replication, Godot ENet or WebSocket, and existing browser WSS servers. The server must already run on Linux x64 (a Node.js 24 or Python 3.12 project is packed with ncg pack) and accept players over the transport you declare. You upload an archive; we start it on an isolated machine, check its health and a game-level join probe, and give players an address.

Custom native TCP/UDP (direct), a limited dedicated lane. For a server with its own raw TCP or UDP protocol and no supported engine library, for example a Unity game written on plain sockets with neither Mirror nor Netcode for GameObjects. It is supported for configuration and deployment only. Players connect straight to the running server's public IP address and port. There is no gateway: no TLS termination, no origin check and no WebSocket relay. You supply the join probe (a TCP banner probe where your server speaks first, or an HTTP or UDP exchange), because an open port never proves a player could join. Without that probe the release stays at "configuration needed". NetCraftGames does not certify the game, its protocol or its security, and no custom native game has been run on a live server yet. The manifest guide shows the fields.

WebRTC signaling lane. For existing browser and Godot WebRTC clients. We provide managed rooms and WebSocket signaling so peers can exchange offers, answers and ICE candidates. Your game owns the peer connection and the game state. Signaling is not a TURN media relay, and we do not claim restrictive-network connectivity.

What the product can declare today

Engine or lane (from the product source)Transports it can declareClient platforms it can declare
Unity Netcode for GameObjectsudpwindows, macos, linux, android, ios
Unity Mirrortcp, udp, websocketwindows, macos, linux, android, ios, web
Unreal replicationudpwindows, macos, linux, android, ios
Godot ENetudpwindows, macos, linux, android, ios
Godot WebSocket / WebRTCwebsocket, wss, webrtcwindows, macos, linux, android, ios, web
Browser WSS / WebRTCwss, webrtcweb, android, ios
Custom native TCP/UDP (direct)tcp, udpwindows, macos, linux, android, ios

This table is generated from the product source. "Can declare" means the manifest validator accepts it. It does not mean it has been tested with a live game.

Pick your engine

What "supported" means here

Every engine page lists what you must provide and the gaps that remain. Common ones: the exact engine and package version, a headless start, a join probe, and a real client joining a real server.

Things no lane does

  • Windows or macOS server builds, or arm64.
  • Writing or repairing your game's networking.
  • TURN media relay, host migration, or universal anti-cheat.
  • Running anything on a customer's own cloud account.

See the fact sheet for the full list and the guides for build and port checklists.

Get your server ready with an AI prompt

Not sure your game fits? Check if it qualifies first. These copy-paste prompts make your AI add the server basics for each lane: Unity, Unity server built only for Windows or Mac, Unreal Engine, Godot 4, Node.js with ws, Express or Fastify, Python, Node.js with socket.io, browser WebRTC and a server with its own protocol.