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 declare | Client platforms it can declare |
|---|---|---|
| Unity Netcode for GameObjects | udp | windows, macos, linux, android, ios |
| Unity Mirror | tcp, udp, websocket | windows, macos, linux, android, ios, web |
| Unreal replication | udp | windows, macos, linux, android, ios |
| Godot ENet | udp | windows, macos, linux, android, ios |
| Godot WebSocket / WebRTC | websocket, wss, webrtc | windows, macos, linux, android, ios, web |
| Browser WSS / WebRTC | wss, webrtc | web, android, ios |
| Custom native TCP/UDP (direct) | tcp, udp | windows, 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
Hosting a Unity Mirror dedicated server
Linux Server build over KCP, Telepathy or WebSocket transports.
Setup and honest gaps →Unity NGOHosting a Unity Netcode for GameObjects server
Linux Server build with Unity Transport over UDP.
Setup and honest gaps →Unreal EngineHosting an Unreal Engine dedicated server
Packaged Linux server from a source-built engine, UDP 7777.
Setup and honest gaps →Godot ENetHosting a Godot ENet dedicated server
Dedicated server export, run headless, ENet over UDP.
Setup and honest gaps →Godot WebSocketHosting a Godot WebSocket multiplayer server
WebSocketMultiplayerPeer for web exports, behind a wss gateway.
Setup and honest gaps →Browser WSSHosting a browser WebSocket (WSS) game server
Your own authoritative WebSocket server in Node, Python, Go or Rust.
Setup and honest gaps →Browser WebRTCWebRTC signaling for browser and Godot games
Room signaling for peer-to-peer games. No TURN relay.
Setup and honest gaps →Not listed?Your stack is not here
Tell us what you run. Lanes are only added when we can verify them, and we will say plainly if we cannot.
Ask us →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.