AetherNet.Shared 0.0.16

There is a newer version of this package available.
See the version list below for details.
dotnet add package AetherNet.Shared --version 0.0.16
                    
NuGet\Install-Package AetherNet.Shared -Version 0.0.16
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="AetherNet.Shared" Version="0.0.16" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="AetherNet.Shared" Version="0.0.16" />
                    
Directory.Packages.props
<PackageReference Include="AetherNet.Shared" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add AetherNet.Shared --version 0.0.16
                    
#r "nuget: AetherNet.Shared, 0.0.16"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package AetherNet.Shared@0.0.16
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=AetherNet.Shared&version=0.0.16
                    
Install as a Cake Addin
#tool nuget:?package=AetherNet.Shared&version=0.0.16
                    
Install as a Cake Tool

<div align="center"> <h1>⚡ AetherNet</h1> <p><strong>GC-free, deterministic 2D physics for server-authoritative Unity games</strong></p>

<p> <img alt="Build" src="https://img.shields.io/github/actions/workflow/status/adielmag/aethernet/build.yml?style=flat-square&logo=github"> <img alt="Coverage" src="https://img.shields.io/codecov/c/github/adielmag/aethernet?style=flat-square&logo=codecov"> <a href="https://www.nuget.org/packages/AetherNet.Shared"><img alt="NuGet AetherNet.Shared" src="https://img.shields.io/badge/NuGet-AetherNet.Shared-blue?style=flat-square&logo=nuget"></a> <a href="https://www.nuget.org/packages/AetherNet.Unity"><img alt="NuGet AetherNet.Unity" src="https://img.shields.io/badge/NuGet-AetherNet.Unity-blue?style=flat-square&logo=nuget"></a> <img alt="License" src="https://img.shields.io/github/license/adielmag/aethernet?style=flat-square"> <img alt=".NET" src="https://img.shields.io/badge/.NET-8.0-512BD4?style=flat-square&logo=dotnet"> </p> </div>


What is AetherNet?

AetherNet completely decouples 2D physics simulation from Unity’s native engine. A single, deterministic physics loop powered by Aether.Physics2D (a pure C# Box2D port) runs identically on a headless .NET 8 server and a Unity client — with zero runtime heap allocation.


Packages

Package Target Description
AetherNet.Shared .NET Standard 2.0 / .NET 8 Core simulation: PhysicsWorldManager, collision, networking utilities, queries. Used on both server and client.
AetherNet.Unity Unity (via NuGetForUnity) MonoBehaviour components: AetherRigidbody, colliders, AetherViewManager, physics queries, scene baker, editor gizmos.

Install

Server / .NET project

dotnet add package AetherNet.Shared

Unity project

  1. Install NuGetForUnity (free, open source).
  2. In Unity: NuGet → Manage NuGet Packages, search for AetherNet.Unity and install.
    • AetherNet.Shared is pulled in automatically as a dependency.

Features

  • Zero runtime GC allocation — pre-allocated parallel arrays throughout
  • 🎯 100% deterministic fixed-timestep simulation — identical results on server and client
  • 🖥️ Headless .NET 8 server — no Unity license required; loads baked JSON map files
  • 💥 Unity-style collision callbacksOnCollisionEnter/Exit, OnTriggerEnter/Exit via interface dispatch
  • 💪 Full force APIAddForce, AddTorque, AddForceAtPosition with ForceMode
  • 🔍 Physics queriesRaycast, OverlapCircle, OverlapBox with zero-alloc buffers
  • 🏗️ Editor scene bakerAetherNet → Bake Scene to JSON exports map data for the headless server
  • 🎨 Scene View gizmos — box, circle, and polygon colliders drawn in the editor
  • 🔗 Transport-agnostic networking — plug in Mirror, FishNet, LiteNetLib, or raw sockets
  • 🔒 Rigidbody constraintsFreezePositionX/Y, FreezeRotation applied post-step

Quick Start — Unity

Scene Setup

  1. Create a GameObject → Add AetherNet → View Manager.
  2. On entity prefabs, add AetherNet → Rigidbody + one of Box / Circle / Polygon Collider.
  3. Bake the scene for the server: AetherNet → Bake Scene to JSON.

Physics & Collisions

using AetherNet;

public class Player : MonoBehaviour, IAetherCollisionHandler, IAetherTriggerHandler
{
    private AetherRigidbody _rb;
    void Awake() => _rb = GetComponent<AetherRigidbody>();

    void Update()
    {
        if (Input.GetKey(KeyCode.Space))
            _rb.AddForce(Vector2.up * 500f, ForceMode.Impulse);
    }

    public void OnCollisionEnter(ref CollisionData d) => Debug.Log($"Hit entity {d.EntityIdB}");
    public void OnCollisionExit(ref CollisionData d)  { }
    public void OnTriggerEnter(ref TriggerData d)     => Debug.Log($"Trigger {d.OtherEntityId}");
    public void OnTriggerExit(ref TriggerData d)      { }
}

Quick Start — Headless Server

cd src/AetherNet.Server
dotnet run -- maps/level01.json
var world  = new PhysicsWorldManager(WorldConfig.Default);
var loader = new MapLoader();
loader.LoadInto(world, "maps/level01.json");

var loop = new ServerTickLoop(world);
loop.SetSnapshotCallback((states, count, tick) =>
{
    int bytes = StateSerializer.Serialize(states, count, sendBuffer, 0);
    myTransport.BroadcastUnreliable(sendBuffer, bytes);
});
loop.Run(CancellationToken.None);

Networking

Type Purpose
INetworkStateProvider Hook into the tick loop — implement to broadcast state
StateSerializer Zero-alloc binary write/read of EntityState[]
StateInterpolator Client-side snapshot lerp for smooth rendering
SnapshotBuffer Circular buffer of authoritative snapshots
TickAcknowledger Bitmask ack tracking for delta compression

See examples/LiteNetLibExample/ for a complete LiteNetLib integration.


Contributing

  1. Fork and branch: feature/your-feature or fix/issue.
  2. All AetherNet.Shared changes must pass dotnet test.
  3. PR checklist: build clean, tests green, no new GC allocs in hot paths.

License

MIT

Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 is compatible.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
.NET Core netcoreapp2.0 was computed.  netcoreapp2.1 was computed.  netcoreapp2.2 was computed.  netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.0 is compatible.  netstandard2.1 was computed. 
.NET Framework net461 was computed.  net462 was computed.  net463 was computed.  net47 was computed.  net471 was computed.  net472 was computed.  net48 was computed.  net481 was computed. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen40 was computed.  tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

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Version Downloads Last Updated
0.1.0 110 5/25/2026
0.0.17 51 6/7/2026
0.0.16 71 6/5/2026
0.0.15 119 5/27/2026
0.0.4 104 5/25/2026
0.0.3 115 5/25/2026
0.0.2 108 5/25/2026
0.0.1 103 5/25/2026