Features
Reactor is a full online platform for the creation and operation of online multiplayer games.
Scriptable Rooms
Low Bandwidth
Reactor is designed to minimize bandwidth, reducing object updates to bits instead of bytes. This means bigger worlds and less cost. Compression performance is up to to 20x better than delta-coding.
Server Authoritative Physics
Fully scriptable rooms store and synchronize world state to all clients. Physics and scene queries are provided by high performance, server-side physics. World state is reconciled automatically on all clients.
Tick-Based Simulation
Server-side code runs a tick-based simulation, with world snapshots being synchronized to all clients automatically. Simulation rates of up to 120hz are supported, and network tick rates can be adjusted separately to tune for bandwidth and fidelity.
Server-Side input processing, Client-Side Input Prediction
A networked controller enables complex, physics-driven gameplay by processing inputs server-side using your controller code. The same code is employed client-side to drive the local prediction system. Input prediction systems are provided that handle many use cases, but can be customized or replaced for specific needs.
Motion Interpolation
Object motion is smoothed automatically by the client-side prediction system. The prediction system can be modified to suit your project’s specific prediction requirements.
First-Class Integration with Unity
Tooling for Unity Engine emables easy development with full code sparation between client and server. Reactor extracts the object, collider, rigidbody and physics data necessary to perform simulations and scene queries server-side. Rooms and room orchestration is scripted using C# to maximize code sharing potential.
Multi-threaded rooms for High Performance
Network controllers can be optionally multi-threaded on the server-side to handle extremely high CCU games, or games requiring high performance. Serialization and networking is multi-threaded to provide the best possible performance and lowest possible latency.
Reactor Cloud
Integreated Hosting
Create and upload your server-side data images, a container-like structure, using a single click. Launch rooms online with various resource CPU and memory configuration from directly within Unity or the web portal.
Projects and Team Management
Organize your team into roles such as development, testing, and live operations. Analytics provides real-time and historical resource usage.
Scriptable Orchestration
The Cluster API is available to all rooms, providing a mechanism to orchestrate complex online game systemsby providing the ability to manage rooms. It enables you to create lobbies, sharded worlds, chat rooms, and other microservices from within a single framework.
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.
Client-Server Version Binding
Clients can only see rooms they are bound to, enabling staged updates and full control over platform sharing.