V VinculumMultiplayer SaaS plugin — any engine, native C++ core
Vinculum

Multiplayer, without the network engineering.

A native C++ multiplayer core with a plug-and-play wrapper for any engine — Unity, Unreal, or your own. Integrate in minutes and leave synchronization, connection security and scaling to us.

100+Methods & properties
C++ & C#Native core + engine wrapper
Any engineUnity, Unreal or your own
Real timeLive usage dashboard
Why Vinculum

Everything your game needs to go multiplayer

Less time writing network code, more time building your game.

⚙️

Native C++ core

Low-level performance where it matters, with a plug-and-play C# wrapper for fast integration into your engine.

🧩

Any engine, any project

Unity, Unreal, or your own engine — Vinculum was designed to fit your workflow, not the other way around.

🔄

Real-time synchronization

Position, health, chat and custom player state, synchronized automatically across every connected client.

🔒

Secure TCP & HTTP transport

Every connection goes through authenticated licensing — no traffic flows until your key is validated by our servers.

📊

Live usage dashboard

Track CCUs, bandwidth, latency and connection errors in real time, right from your Vinculum dashboard.

View the dashboard →
📘

Complete API documentation

Over 100 documented methods and properties, with parameters, return values, status codes and integration examples.

View the API reference →
How it works

From zero to multiplayer in three steps

1

Install

Drop the Vinculum native library into your engine project — Unity's plugins folder, Unreal's third-party module, or link the DLL directly in your own engine.

2

Authenticate

Initialize the core with your license key. Every call is rejected with UnlicensedAccess until the license is validated by our servers.

3

Synchronize

Call the position, health, chat and state update methods — Vinculum handles transport and thread safety for you.

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Usage dashboardIncluded
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