Runtime
Ultra-Low Bandwidth
Reactor is designed to minimize bandwidth, reducing object updates to bits instead of bytes. This means bigger worlds with crowds of thousands of entities. It also means reducing bandwidth-related costs and shorter development time. See this benchmark for a comparison.
Persistence
Rooms can run reliably for months on end, only requiring restarts when system-level updates are required. Data persistence is offered via the Reactor Cloud.
Server-Based Input Processing
Client inputs can be synchronized over the network and incorporated into the simulation server-side, while at the same time providing instant feedback on the client. This enables games with fully interactive physics that breaks rollback and re-simulation.
High Performance
Network controllers can be optionally multi-threaded on the server-side to handle extremely high CCU and high performance. Serialization and networking is multi-threaded to provide the best possible performance and lowest possible latency.
Server Authority
Fully scriptable rooms store world state and synchronize it to all clients automatically. Physics and scene queries are available server-side to validate and simulate client inputs.
Motion Interpolation
Object motion is smoothed automatically no matter the server tick rate or network conditions. Smoothing reacts automatically if the server is slowed to minimize the appearance of issues and mask temporary poor network conditions.
Predictability and Flexibility
Objects creation, removal, RPCs and events are well-ordered - occurring in the same order between the server and client for complete control and predictability.
Tick-Based Simulation
Server-side code runs a tick-based simulation, with world snapshots being synchronized to all clients automatically. Simulation rates up to 120hz are supported, and network tick rates can be adjusted separately to tune for bandwidth and fidelity.
First-Class Integration with Unity
Tooling for Unity Engine enables easy development with full code separation between client and server. Reactor extracts the object, collider, rigidbody, and physics data necessary to perform simulations and scene queries server-side.
Cloud
Integrated Hosting
Launch rooms online with various resource CPU and memory configuration from directly within Unity or the web portal. Configure room images with online resource requirements to launch room instances on-demand.
Inter-Room Data Persistence
The Cluster data store provides a simple mechanism to share data across all rooms, and it provides an event system allowing rooms to react to data changes.
Projects and Team Management
Organize your team into roles such as development, testing, and live operations. Analytics provides real-time and historical resource usage.
Client-Server Version Binding
Clients can only see rooms they are bound to, enabling staged updates and full control over platform sharing.
Scriptable Orchestration
The Cluster API is available to all rooms, providing a mechanism to orchestrate complex online game systems by providing the ability to manage rooms. It enables you to create lobbies, sharded worlds, chat rooms, and other microservices from within a single framework.
Dedicated Private Hosts
Dedicated hosts are available for full customization available via any provider.