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Update: README.md images
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‎README.md‎

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![Netick Pic](https://i.ibb.co/C56h3dcT/Netick-Github-Main.png)
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<imgwidth="1581"height="575"alt="NetickGithubMain2"src="https://github.com/user-attachments/assets/4ade3ba8-b2f5-4731-97b2-c12cf8daaba5" />
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<h3 align="center">High-Performance Networking Engine for Unity</h3>
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Netick is a free, server-authoritative, state-sync networking solution for Unity, built for performance, reliability, and ease of use. It’s a state-of-the-art networking solution, delivering industry-leading bandwidth efficiency and CPU performance, achieving the lowest bandwidth usage, as shown by [open-source benchmarks](https://github.com/StinkySteak/unity-netcode-benchmark). Designed with a fundamentally different architecture from other solutions, Netick makes developing cheat-resistant multiplayer games feel almost as simple as writing single-player games. Whether you’re building a competitive shooter, a casual party game, a 200-player battle royale, or a large-scale survival game, Netick is built to handle it all. It’s also the **only (state-sync) networking solution for Unity with a built-in replay system** and the only free one **proven to handle poor network conditions** - demonstrated [here](https://github.com/StinkySteak/unity-network-library-benchmark-on-bad-network-condition).
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![Showcase](https://i.ibb.co/9kNSY07z/Netick-Github-Showcase.png)
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<imgwidth="1920"height="1382"alt="NetickGithubShowcase2"src="https://github.com/user-attachments/assets/d6fb3820-9ea4-4836-9842-3a2947f0afd6" />
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What makes Netick vastly superior to other networking solutions are four core pillars:
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