Network synchronization
Manage latency and performance in your Netcode for GameObjects project.
| Topic | Description | 
|---|---|
| Ways to synchronize | Netcode for GameObjects has three options for synchronizing game states and events. | 
| NetworkVariables | Use NetworkVariables to synchronize properties between servers and clients in a persistent manner. | 
| Remote procedure calls (RPCs) | Any process can communicate with any other process by sending a remote procedure call (RPC). | 
| Custom messages | Create a custom message system for your Netcode for GameObjects project. | 
| Connection events | When you need to react to connection or disconnection events for yourself or other clients, you can use NetworkManager.OnConnectionEvent as a unified source of information about changes in the network. | 
| Network update loop | The Network Update Loop infrastructure utilizes Unity's low-level Player Loop API allowing for registering INetworkUpdateSystems with NetworkUpdate() methods to be executed at specific NetworkUpdateStages which may be either before or after MonoBehaviour-driven game logic execution. | 
| Network time and ticks | Understand how network time and ticks work while synchronizing your project. |