Hi, guys, I've been watching this thread with high hopes that Unity will finally have a commercial quality network stack, of which I think the weakest link as far as system module is concerned. It's probably the single largest reason it kept me from using Unity, instead, turn to UnrealEngine for my past project. From what I hear, FPS Sample is trying to be a full vertical stack and it will as good as a commercial quality game. I'm very excited. I just want to point out that to be proven as the "best performant network engine" as Joachim mentioned, it really needs to scale to a large number of users. If it meant to support ~16 players, I think any other network stacks will just do fine and there is no point of making another network stack. I would just suggest fixing UNET instead. In order to scale up, a sophisticated filtering system(to send packets only when necessary), or Replication Graph as EpicGames call it, is a must. Here is the link to the latest blog. And please watch the video if you haven't https://www.unrealengine.com/en-US/...graph-overview-and-proper-replication-methods It's not all there is to it to the performant network stack but it's a good start. I really hope Unity takes a serious look at it and come up with something similar. I believe ECS can help optimize it tremendously Lastly, I would like to know where the new network stack is headed. Is there a roadmap of some sort? What we have a very basic(just transport layer) and there hasn't been any info or update since the initial upload. Thank a lot!