Remote procedure calls (RPCs)
Manage latency and performance in your Netcode for GameObjects project.
Topic | Description |
---|---|
Messaging system | Netcode for GameObjects has two parts to its messaging system: remote procedure calls (RPCs) and custom messages. Both types have sub-types that change their behavior, functionality, and performance. |
RPC | Any process can communicate with any other process by sending a remote procedure call (RPC). |
Reliability | RPCs are reliable by default. This means they're guaranteed to be received and executed on the remote side. However, sometimes developers might want to opt-out reliability, which is often the case for non-critical events such as particle effects and sound effects. |
RPC params | Understand how to configure your RPCs. |
RPC vs NetworkVariables | Understand the different use cases for RPCs and NetworkVariables. |
RPC and NetworkVariable examples | Examples of RPCs and NetworkVariables. |
RPC compatibility | Information on compatibility and support for Unity Netcode for GameObjects features compared to previous Netcode versions. |