. I have been actively developing a multiplayer Unity game for over two years, but have run into showstopping issues with every aspect of Unity's builtin networking library: Every multiplayer action game I have seen that utilizes Unity's built in networking is afflicted by one or more of these issues. Although Larus has provided me with test Master Server builds to attempt to circumvent one of these issues, to my knowledge, other than this, these issues have never been officially acknowledged - let alone addressed - by Unity. Here's a representation of various networking discussions I have engaged in on the Unity forums: http://forum.unity3d.com/viewtopic.php?t=26919 http://forum.unity3d.com/viewtopic.php?t=21337 http://forum.unity3d.com/viewtopic.php?t=14282&start=30 http://forum.unity3d.com/viewtopic.php?p=198416 I am now desperate to see one of these two things: A full featured multiplayer action game (including serialized NetworkViews, buffered RPCs, interpolation, networked physics, etc) that uses Unity's networking and that is not crippled by these bugs. If there is just a bunch of things that I am doing wrong, I would love to know what they are. An acknowledgment by Unity that the built in networking is currently unsound, and a statement that they are working to fix this asap. If neither of the above conditions can be met, I need to find a third party networking system that can serve in the role that Unity's built in library is supposed to fill - as efficiently and cost effectively as possible. When in the course of human events it becomes necessary for an integral component of a near perfect system to be abandoned by one of the system's most loyal adherents; a decent respect to the opinions of mankind requires that the causes which impel the separation be enumerated before a candid world: The current Master Server occasionally drops games so fast that they flicker in and out of existence even when they are registered every couple seconds. The latest beta Master Server is incredibly unreliable. I have tested the Unity hosted beta server, hosted several versions of the beta server on my own dedicated server, and am now connecting my game to DimeRocker's server. All suffer from completely random (and just as debilitating) instances where they can't be connected to for anywhere from a couple seconds to hours on end. Master Servers can be connected to more reliably from native apps than from web players, and I have experienced instances where one client instance could connect to the master server while another couldn't, so I am currently suspecting that this is a client side issue. The Connection Tester is completely inconsistent. I had to give up on using the Connection Tester in my game because I got tired of it randomly telling me that I was offline or unconnectable. Does it work for anyone, or should it just be fixed or scrapped? I have experienced many instances where game servers could be successfully connected to after the 2nd, 5th, or even dozenth failed connection attempt. These obviously aren't network configuration issues - so why couldn't the servers be connected to on the first attempt? My game is now suffering from a bug that seems to grow more prevalent with each Unity release: NetworkViews are set up properly, and transfer RPCs perfectly - but they absolutely will not serialize with each other. This occurs most often in games that have been running for at least an hour or so, although it can happen at any time. The networking contains a bunch of general bugs and oddities such as Network.Instantiate buffering it's RPCs but Network.Destroy not clearing them and undocumented NetworkMessageInfo.Timestamp behavior. I am sure we as a community could compile a couple more if there was an opportunity of them being addressed My game has an active fan base that would love to help with troubleshooting. Lets squish these bugs once and for all!