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    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.
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