Network components
Understand the network components involved in a Netcode for GameObjects project.
| Topic | Description | 
|---|---|
| NetworkObject | A NetworkObject is a GameObject with a NetworkObject component and at least one NetworkBehaviour component, which enables the GameObject to respond to and interact with netcode. | 
| NetworkObject parenting | Understand how NetworkObjects are parented in Netcode for GameObjects. | 
| NetworkBehaviour | Understand how to use NetworkBehaviour components in your Netcode for GameObjects project. | 
| Physics | Netcode for GameObjects has a built in approach which allows for server-authoritative physics where the physics simulation only runs on the server. | 
| NetworkManager | The NetworkManager is a required Netcode for GameObjects component that has all of your project's netcode-related settings. Think of it as the central netcode hub for your netcode-enabled project. | 
| NetworkTransform | NetworkTransform is a concrete class that inherits from NetworkBehaviour and synchronizes Transform properties across the network, ensuring that the position, rotation, and scale of a GameObject are replicated to other clients. | 
| NetworkAnimator | The NetworkAnimator component provides you with a fundamental example of how to synchronize animations during a network session. Animation states are synchronized with players joining an existing network session and any client already connected before the animation state changing. |