USocketNet – Self-Host Realtime Bidirectional Event-Based Communication for your Game or Chat Application.

The USocketNet is currently designed and developed for the Unity Engine. It is a multi-platform by design that can be used through mobile, computers, or even the web. We advised the developers to report any issues or bugs immediately to further fix and improve our code. We are driven to add new features that will make this project awesome for everyone.

It has a built-in database which is protected from any data manipulation and is optional to use, you can choose from the native database of USocketNet or through our other project using MySQL with WebAdmin called DataVice. Lower Ping, automatic backup database, reconnect callback, MMO capabilities, multi-platform, and many more. Real-time WebSocket server for your games or any chat applications.

Aside from having this USocketNet all in one package. Yes! it includes the GUI backend of the web socket connections, web administration for easy health checks of our machines running the instance of USocketNet and also the instance statistics, and last but not the least, user management and many more like your own IN-APP PURCHASE server with a credit card or PayPal as your payment gateway.

Its main features are:

  • Realtime WebSocket connection using the stable and reliable socket.io-engine.
  • Host your own server anywhere, it can be any VPS, CLOUD, or NodeJS hosting.
  • Cross-Platform with Unity, if unity supports it, we will also support it.
  • Yes! We support WebGL build even if threading is not allowed on the browser.
  • Reconnect event handling which automatically resyncs client to the server.
  • Dedicated Realtime GUI backend page for all server instance.
  • Stability (socket.io), Security (NodeJS) and Scalability (NGINX).
  • Matchmaking mechanism for auto, create, join and lots of options.
  • Dedicate and easy to use, we have messaging service for private and public.
  • Lots of features to be announce! Stay tuned for more updates.
  • Connections are established even in the presence of:
    • proxies and load balancers with Nginx Server.
    • personal firewall and antivirus software by Socket.IO.
    • in memory json data cache with Redis Server.
    • multi instancing and keymetrics by npm PM2.
    • easy npm devDependencies updates NPM npm-gui.

Within each Server, you can define arbitrary channels, called Channel, that sockets can join and leave. You can then broadcast to any given channel, reaching every socket that has joined it. This is a useful feature to send notifications to a group of users, or to a given user connected on several devices for example.

Note: USocketNet is not a WebSocket implementation. Although USocketNet indeed uses WebSocket as a transport when possible, it adds some metadata to each packet: the packet type, the namespace and the ack id when a message acknowledgement is needed. That is why a WebSocket client will not be able to successfully connect to a USocketNet server, and a USocketNet client will not be able to connect to a WebSocket server (like ws://echo.websocket.org) either.

Dedicated Messaging Mechanism

We don’t want you to make more steps other than making your games or apps great. We want you to focus on that part as we also struggle in that part of game or app development, that’s why we made this milestone project of ours. Now, there are 4 types of human messaging, which do include a public, variant, channel, and private. Let me one by one explain what it is:

  • Public is when you try to message all user that is connected to the server. The user is currently authenticated and allowed by the server. This can be a little bit tricky for the reason that if all users of a million constantly make a public message, NO WORRIES! The server will try to send what the current client can only handle.
  • Variant,  every game can have multiple play modes, for example, the game offers survival, zombie, and any other game-twisting design on the game. For that reason, we also implemented a feature that gives you the option to message any group of the user on the server even when you are not on the same variant of the game.
  • Channel, when the user tries to create or join a room, giving the process result was a success, the user can now or will be able to message all users subscribed to that channel. Channel is our term for what is is basically or normally name in a game called Room.
  • Private, last but not the least which I say I think the most important layer of human messaging, the private message. With a given registered username or connection id of your peers, you can easily privately message that user just like sending to all users inside a channel.

Within each Server, you can define arbitrary channels, called Channel, that sockets can join and leave. You can then broadcast to any given channel, reaching every socket that has joined it. This is a useful feature to send notifications to a group of users, or to a given user connected on several devices for example.


Getting Started


  • NodeJS
    • Node.js is an open-source, cross-platform, JavaScript runtime environment that executes JavaScript code outside of a browser.
  • Nginx
    • Nginx is a web server which can also be used as a reverse proxy, load balancer, mail proxy and HTTP cache. The software was created by Igor Sysoev and first publicly released in 2004. A company of the same name was founded in 2011 to provide support and Nginx plus paid software.
  • MySQL
    • MySQL is an open-source relational database management system. Its name is a combination of “My”, the name of co-founder Michael Widenius’s daughter, and “SQL”, the abbreviation for Structured Query Language.
  • Redis
    • Redis is an in-memory data structure project implementing a distributed, in-memory key-value database with optional durability. Redis supports different kinds of abstract data structures, such as strings, lists, maps, sets, sorted sets, HyperLogLogs, bitmaps, streams, and spatial indexes.
  • NPM
    • NPM is a package manager for the JavaScript programming language. It is the default package manager for the JavaScript runtime environment Node.js. The following are the required NPM package that must be install globally.
      • PM2 – is a production process manager for Node.js applications with a built-in load balancer. It allows you to keep applications alive forever, to reload them without downtime and to facilitate common system admin tasks. Run: npm install pm2 -g
      • Artillery – is a modern, powerful & easy-to-use load testing and functional testing toolkit. Use it to ship scalable applications that stay performant & resilient under high load. Run: npm install artillery -g

Default Public HTML

This project includes built-in http server for WordPress which is nginx, SQL database using MySql, PHP version 7 as cgi engine. On windows, you can easily start or stop this said server on /test. To run Nginx, PHP, and MySQL server: Use our built-in .bat executable on windows in this path /test/nginx. Click on start, stop, or even check to check if all server is currently running.


This are the default credentials that we use during development. This credential should be replace with much stronger phrase on production.

  • MySQL root users
    • UN: root PW: root
    • UN: admin PW: admin
  • WordPress users
    • UN: admin PW: admin TP: admin
    • UN: demo PW: demo TP: subscribers
    • UN: test PW: test TP: subscribers



  • Run this to automatically load test your app. But before you do, please ensure to run npm install artillery -g to install the package that will execute server benchmarking. Then run this to benchmark: artillery run artillery.yaml


  • We made some built-in testing to test if the required server such as redis, mysql, and path writability have no issues. We made this just to make sure that you NEED to FIRST RUN this: npm test so that the app will have no critical issue.



This are the required config for NGIX server for load balance. By default

  • MASTER INTANCE – PORT 19090 (19091-19099)
  • CHAT INTANCE – PORT 6060 (6061-6069)
  • GAME INTANCE – PORT 9090 (9091-9099)


  • Prepare your LAMP stack for your wordpress environment.
  • Setup wordpress as your root public html.
  • Add USocketNet theme as frontend to all users.
  • Add USocketNet plugin for backend management.


  • MASTER INTANCE – (19091-19099)
  • CHAT INTANCE – (6061-6069)
  • GAME INTANCE – (9091-9099)
  $ CODE: pm2 start server.js --name svr-1 -- --master 19091 --chat 6061 --game 9091
  // pm2 : Call or use the global dependency of pm2 npm package.
  // start : Start instance of the following server.js reference.
  // server.js : USocketNet target node js application or server to initiate.
  // --name svr-# : Name of the instance when you run > pm2 list.
  // -- : Separate pm2 arguments to node js arguments.
  // --master : 19091-19099 - available port for master that is must be declare on nginx.conf
  // --chat : 6061-6069 - available port for chat that is must be declare on nginx.conf
  // --game : 9091-9099 - available port for game that is must be declare on nginx.conf
  $ pm2 startup //Enable startup of all saved intance of apps. [Windows](https://www.npmjs.com/package/pm2-windows-startup)
  $ pm2 start id/index //Start the current instance of the Node JS app.
  $ pm2 stop id/index //Stop the current instance of the Node JS app.
  $ pm2 restart id/index //Restart the current instance of the Node JS app.
  $ pm2 monit //Show grid view of all apps running and more details like global logs.
  $ pm2 log id/index //Show the console logging of the target instance.
  $ pm2 show id/index //Show information of the curren instance except port.
  $ pm2 ls //Show all instance of the current machine in tabulated format.
  $ pm2 save //Save the current process list as dump to be able to restore on computer restart.
  $ pm2 resurrect //Restart all process list before computer shutdown which has been saved. 
  $ pm2 delete id/index //Delete abrupty the current instance of the Node JS app.
  $ pm2 delete all //Delete all instance of process in the current machine.


Google Cloud, Amazon AWS, etc. Operating system is preferably in linux environment, either debian or centos as production server. We will provide thourough documentation about the deployment of USocketNet in any possible way.

Video Demo

Note: You can always message us for any request on our contact page making the subject of the message as ‘USocketNet’. For more inqueries, just email or fill up the contact form. We’re always hospitable on all of our member’s emails and messages.

Current Released

Want to try this project? You can download the previous release of these assets here: Assets Store

  • Server Version: 0.9.6
  • Client Version: 0.9.1


  • Bytes Crafter
  • Copyright 2020