Unity multiplayer lag with over 32 players?

I heard that using the unity multiplayer networking, players will lagg really bad if you have over 32 players in one game, is this true?

depends on the game.

but if you intend to do something MMO alike then unity networking is definitely the way to not go.

What about an MMO with no combat system, and basically the players can just move around and talk to eachother. How many would players it be able to handle then?

nothing in the MMO range cause the networking is not using multiple threads to process the message.
Also just cause you cut combat you can’t cut the major aspect of traffic and messaging: general interaction, chat and especially moving.

If you do all the appropriate optimizations ( you will have to implement a system to decide to who you want to send forward which message etc), 100+ are definitely possible.
this all assumes that you run on a dedicated with a real networking (100mbit, low latency)

Are Raknet or lidgren easy to implement and use with unity?

Raknet is only an option if you have unity pro and are going to do a standalone distribution otherwise you can’t use it.

Lidgren is as easy to integrate with unity as with everything else. its just a networking library, all the rest is 100% up to you.
its benefit is that you can develop the server directly in .NET without unity

Thanks for the help! Oh, do you know a guide that could get me up and started on integrating lidgren with unity?

Not that I know of no.
But there isn’t much required on that end as you will write all the code. There is nothing in unity against which you just could “hook it up” to automagically work so you will want to work through the lidgren docs and general examples etc to understand how to work with it and then move on with it to unity