• Netcode for GameObjects package
  • Install
  • Get started with NGO
  • Configuration
    • Network topologies
      • Network topologies
      • Client-server
      • Listen server host architecture
    • Configuring connections
      • Connection approval
      • Max players
    • Transports
    • Relay
  • Network components
    • NetworkObject
    • NetworkObject parenting
    • NetworkBehaviour
      • NetworkBehaviour
      • Synchronize
    • Physics
    • NetworkManager
    • NetworkTransform
    • NetworkAnimator
  • Ownership
  • Spawning and despawning
    • Object spawning
    • Object pooling
    • Object visibility
    • Spawning synchronization
  • Latency and performance
    • Lag and packet loss
    • Ticks and update rates
    • Client-side interpolation
    • Client anticipation
    • Dealing with latency
  • Network synchronization
    • Ways to synchronize
    • NetworkVariables
      • NetworkVariable
      • Custom NetworkVariables
    • Remote procedure calls (RPCs)
      • Messaging system
      • RPC
      • Reliability
      • RPC params
      • RPC vs NetworkVariables
      • RPC compatibility
    • Custom messages
    • Connection events
    • Network update loop
      • About network update loop
      • Network update loop reference
    • Network time and ticks
  • Serialization
    • C# primitives
    • Unity primitives
    • Enum types
    • Arrays
    • INetworkSerializable
    • Custom serialization
    • NetworkObject serialization
    • FastBufferWriter and FastBufferReader
  • Scene management
    • Scene management overview
    • Integrated management
      • Using NetworkSceneManager
      • Scene events
      • Client synchronization mode
      • Timing considerations
      • In-scene placed NetworkObjects
    • Custom management
  • Session management
    • Session management
    • Reconnecting mid-game
  • Testing and debugging
    • Testing locally
    • Testing with artificial conditions
    • Testing client connection management
    • Logging
    • Techniques and tricks for debugging multiplayer games
    • Command-line helper
    • Troubleshooting
    • Error messages
  • FAQ
  • Samples
    • Boss Room
      • NetworkObject parenting
      • Optimizing Boss Room
      • NetworkRigidbody
      • Spawn NetworkObjects