Legacy Documentation: Version 5.2
NetworkStartPosition
NetworkTransformChild

NetworkTransform

The NetworkTransform component synchronizes movement of game objects across the network. This component takes authority into account, so LocalPlayer objects (which have local authority) synchronize their position from the client to server, then out to other clients. Other objects (with server authority) synchronize their position from the server to clients.

To use this component, add it to the prefab or game object that you want to synchronize movement for. The component requires that the game objects has a NetworkIdentity. Note that networked objects must be spawned to synchronize.

Properties

Property: Function:
transformSyncMode Which synchronization method to use for position.
sendInterval How often in seconds the object sends updates.
syncRotationAxis Which axis to use for rotation.
rotationSyncCompression What kind of compression to use for rotation.
syncSpin Flag to sync angular velocity.
movementTheshold The threshold to not send position updates.
snapThreshold The threshold to “pop” instead of interpolate.
interpolateRotation Factor to control rotation interpolation.
interpolateMovement Factor to control movement interpolation.

Hints

  • There is a NetworkSendRate slider on the inspector of the NetworkTransform. For objects that do not need to update after being created - such as bullet, set this slider to zero.
NetworkStartPosition
NetworkTransformChild