by Pivec Labs

NetCrafter Live

Self-hosted peer-to-peer WebRTC video and voice for Unity multiplayer. 1-to-1 calls and host-broadcast to multiple viewers, over your own coturn TURN relay — no dedicated server, no port forwarding, no vendor-hosted relay to pay for.

Self-Hosted, Not Rented

No dedicated server

Two components, NetCrafterLiveConnection and NetCrafterLiveBroadcast — attach one to a GameObject and call Host()/Join() or StartBroadcast()/JoinBroadcast() from your own code. No built-in UI to fight — events and a texture, nothing else.

Join codes, not IP sharing

Every peer opens a TURN allocation on your relay. Joining means resolving a short code — no port forwarding, and it works behind CGNAT.

1-to-1 or one-to-many

NetCrafterLiveConnection for a straight two-peer call; NetCrafterLiveBroadcast for one host streaming to any number of receive-only viewers over a single shared code.

Documentation

Tutorials

A Companion Asset to NetCrafter and NetCrafter Relay

NetCrafter Live is a separate Pivec Labs asset, forked from NetCrafter Relay's project and retargeted at peer-to-peer WebRTC video/voice instead of schema-driven game-state relay. It does not require NetCrafter, SFS3, or NetCrafter Relay — it's fully standalone.

If you need schema-driven game-state networking instead (chat, sync'd transforms, host actions, generated client/host code) — that's NetCrafter Relay, Pivec Labs' sibling product on the same self-hosted coturn architecture. If you need a server-authoritative MMO/large-room architecture — hundreds of concurrent users, zones and rooms, full proximity/interest management — that's what NetCrafter (Pivec Labs' SFS3-based product) is for. All three are independent installs; this documentation set covers NetCrafter Live only.

NetCrafter Live depends on com.unity.webrtc (installed separately from Package Manager) and, on your own server, on coturn — see Third-Party Notices for full attribution and license text.