Unity tool / Network
FishNet Add-on for Managers Loader
Networked, server-only and client-only managers.
- Version
- 1.4
- Released
- June 2026

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The FishNet extension for Managers Loader brings the same scene-driven initialization to multiplayer projects.
It handles spawn timing, server and client lifecycles and networked dependency order, with separate dependency lists for server and client.
Declare DependenciesOnServer and DependenciesOnClient independently on each manager, and the system resolves the right graph for whoever runs the code.
Networked managers are spawned with FishNet's ServerManager.Spawn on the server. Clients detect them by prefab id and start loading only when every expected manager is present, and managers reset automatically when a client disconnects.
The Status window works in Play Mode for both server and client views, with a pan and zoom dependency graph, cycle detection and color-coded loading states.
What you get
6 loader types
Networked, server-only, client-only, client-or-server, pure server and pure client.
Connection-aware transitions
Trigger loading on scene pairs combined with FishNet connection state.
Prefab registration
One-click sync to FishNet's SinglePrefabObjects from the inspector.
Build Settings validation
Inspector warnings with an Add All to Build Settings button.
3 complete samples
A single-scene host setup, a lobby-to-game flow and networked spawn dependencies.
Tested
149 unit tests.
Technical details
- Unity version
- 2022.3 LTS and newer, including Unity 6
- Requires
- Managers Loader, FishNet 3.0 or newer
- Installed on import
- AnkleBreaker Core, AnkleBreaker FishNet Core
- Render pipelines
- Built-in, URP, HDRP
- Sample scenes
- 5 across 3 samples
- File count
- 231
Used in our own games
Need it in your game?
The team that built FishNet Add-on for Managers Loader can integrate it, extend it or build what your project needs next.


