# Features and Roadmap

## Current features

#### General

* Custom UDP transport layer using bit streams with reliability
* WebRTC support for WebGL builds
* Smooth state replication
* Server-side, Client-side, distributed authority
* Connected entity support
* Fast authority transfer
* Remote messaging (RPC)
* Persistence
* Verified support for Windows, macOS, Linux, Android, iOS and WebGL
* Support for Rooms and Worlds

#### SDK

* Unity SDK with an intuitive no-code layer
* Per-field adjustable interpolation and extrapolation
* Input queues
* Easy deployment into the cloud
* SDK source included, no 3rd-party libraries
* Multi-room Simulators
* Multiple code generation strategies (Assets/Baking, automated with C# Source Generators)
* Multiple object spawning strategies (Resources, Prefab Mapper, Addressables)

#### Optimization and performance

* Per-field compression and quantization
* Per-field sampling frequency adjustable at runtime
* Unlimited per-field levels of detail
* Areas of interest
* Accurate *SimulationFrame* tracking

#### Online

* Developer portal with server and service configurator
* Automatic server scaling
* Multiple regions (US East, EU Central)
* Player accounts
* Key-value store
* Matchmaking

## Coming soon

#### General

* Float64 support
* Permissions and roles system for clients and simulators
* World origin shifting

#### SDK

* Input queue UX improvements
* More logging and diagnostics tools
* Built-in network condition simulation

#### Online

* Additional server regions
* Support for multiple Simulators and Replicators in a single project
* Dashboard with usage statistics
* Paid plans with more CCU and credits

## Mid-term roadmap

* Network profiler
* Support for lean pure C# clients and simulators without Unity
* Peer-to-peer (without replication server) with NAT punch-through
* MTU detection
* Packet replay
* Ability to deploy multiple Simulation Servers per environment
* Player analytics
* Developer portal graphs and analytics
* Simulator authentication
* Bare-metal and cloud support
* Misprediction detection support
* SDK library that can be used in C++ and other languages
* More starter/sample projects and helper scripts
* Ability to embed WebGL games in web portals
* Global KV-Store
* Complex data types/entities in the KV store
* More GGPO support for specific game genres
* Misprediction detection support

## Roadmap

* Unreal Engine SDK
* JavaScript SDK
* TCP fallback support
* Advanced matchmaking
* Multiple Replication Servers per game world
* Customer-specific serialization
* User-space load-balancing (SDK framework)
* Game world map with admin interface
* Advanced anti-cheat functionality
* Advanced transaction logs (audit trail)
* Schema versioning (hot updates)
* Console-specific updates
* Player analytics


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