Important: UNet is a deprecated solution, and a new Multiplayer and NetworkingThe Unity system that enables multiplayer gaming across a computer network. More info See in Glossary Solution (Netcode for GameObjects) is under development. For more information and next steps see the information on the Unity Netcode for GameObjects website. |
There are two types of networked GameObjects in Unity’s multiplayer system:
Those that are created dynamically at runtime
Those that are saved as part of a Scene
GameObjects that are created dynamically at runtime use the multiplayer Spawning system, and the prefabsAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info
See in Glossary they are instantiated from must be registered in the Network ManagerA Networking component that manages the network state of a project. More info
See in Glossary’s list of networked GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary prefabs.
However, networked GameObjects that you save as part of a SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary (and therefore already exist in the Scene when it is loaded) are handled differently. These GameObjects are loaded as part of the Scene on both the client and server, and exist at runtime before any spawn messages are sent by the multiplayer system.
When the Scene is loaded, all networked GameObjects in the Scene are disabled** **on both the client and the server. Then, when the Scene is fully loaded, the Network Manager automatically processes the Scene’s networked GameObjects, registering them all (and therefore causing them to be synchronized across clients), and enabling them, as if they were spawned at runtime.
Saving networked GameObjects in your Scene (rather than dynamically spawning them after the scene has loaded) has some benefits:
When the Network Manager spawns the networked Scene GameObjects, those GameObjects behave like dynamically spawned GameObjects. Unity sends them updates and ClientRPC calls.
If a Scene GameObject is destroyed on the server before a client joins the game, then it is never enabled on new clients that join.
When a client connects, the client is sent an ObjectSpawnScene spawn message for each of the Scene GameObjects that exist on the server, that are visible to that client. This message causes the GameObject on the client to be enabled, and has the latest state of that GameObject from the server in it. This means that only GameObjects that are visible to the client, and not destroyed on the server, are activated on the client. Like regular non-Scene GameObjects, these Scene GameObjects are started with the latest state when the client joins the game.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.