diff --git a/Netick/Runtime/Netick.Unity.dll b/Netick/Runtime/Netick.Unity.dll index 091d3fb..84b4cdc 100644 Binary files a/Netick/Runtime/Netick.Unity.dll and b/Netick/Runtime/Netick.Unity.dll differ diff --git a/README.md b/README.md index a034fd0..926ac9a 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ -![Netick Pic](https://i.ibb.co/QbCLKD3/Netick-Github.png) +![Netick Pic](https://i.ibb.co/20MBxJ25/Netick-Github-Main.png)

High-Performance Networking Engine for Unity

@@ -16,7 +16,7 @@ Netick is a free server-authoritative state-sync networking solution for Unity, and, in fact, for all C#-supporting game engines, it's entirely engine-agnostic. Netick is the state-of-the-art networking solution, it's the highest-performing networking solution for Unity, **achieving the lowest bandwidth and CPU usage, shown by** [**open-source benchmarks.**](#technology-and-performance) Built with an architecture that’s different from other solutions, Netick makes writing cheat-free networked games as close to writing single-player games as possible. Whether it's a competitive CS-like shooter, a 200-player battle royal, or a survival game, Netick can do it. -![Showcase](https://i.ibb.co/JRJvkCr/netick-games3.png) +![Showcase](https://i.ibb.co/sdT586KP/Netick-Github-Showcase.png) What makes Netick vastly superior to other networking solutions are four core pillars: