NetworkBehaviour synchronization
NetworkBehaviour is an abstract class that derives from MonoBehaviour and is primarily used to create unique netcode or game logic. To replicate any netcode-aware properties or send and receive RPCs, a GameObject must have a NetworkObject component and at least one NetworkBehaviour component.
You can use NetworkBehaviours to synchronize settings before, during, and after spawning NetworkObjects.
For more information about spawning and despawning NetworkBehaviours, refer to the NetworkBehaviour spawning and despawning page.
Prespawn, spawn, post-spawn and synchronization
The NetworkObject spawn process can become complicated when there are multiple NetworkBehaviour components attached to the same GameObject. Additionally, there can be times where you want to be able to handle pre- and post-spawn oriented tasks.
- Prespawn example: Instantiating a
NetworkVariable
with owner write permissions and assigning a value to thatNetworkVariable
on the server or host side. - Spawn example: Applying a local value or setting that may be used during post spawn by another local NetworkBehaviour component.
- Post-spawn example: Accessing a
NetworkVariable
or other property that is set during the spawn process.
Below are the three virtual methods you can override within a NetworkBehaviour-derived class:
Method | Scope | Use case | Context |
---|---|---|---|
OnNetworkPreSpawn | NetworkObject | Prespawn initialization | Client and server |
OnNetworkSpawn | NetworkObject | During spawn initialization | Client and server |
OnNetworkPostSpawn | NetworkObject | Post-spawn actions | Client and server |
OnNetworkSessionSynchronized | All NetworkObjects | New client finished synchronizing | Client-side only |
OnInSceneObjectsSpawned | In-scene NetworkObjects | New client finished synchronizing or a scene is loaded | Client and server |
OnNetworkPreDespawn | NetworkObject | Invoked before despawning NetworkObject | Client and server |
In addition to the methods above, there are two special case convenience methods:
OnNetworkSessionSynchronized
: When scene management is enabled and a new client joins a session, the client starts synchronizing with the network session. During this period of time the client might need to load additional scenes as well as instantiate and spawn NetworkObjects. When a client has finished loading all scenes and all NetworkObjects are spawned, this method gets invoked on all NetworkBehaviours associated with any spawned NetworkObjects. This can be useful if you want to write scripts that might require access to other spawned NetworkObjects and/or their NetworkBehaviour components. When this method is invoked, you are assured everything is spawned and ready to be accessed and/or to have messages sent from them. Remember that this is invoked on clients and is not invoked on a server or host.OnInSceneObjectsSpawned
: Sometimes you might want to have the same kind of assurance that any in-scene placed NetworkObjects have been spawned prior to a specific set of scripts being invoked. This method is invoked on in-scene placed NetworkObjects when:- A server or host first starts up after all in-scene placed NetworkObjects in the currently loaded scene(s) have been spawned.
- A client finishes synchronizing.
- On the server and client side after a scene has been loaded and all newly instantiated in-scene placed NetworkObjects have been spawned.
Prespawn synchronization with OnSynchronize
There can be scenarios where you need to include additional configuration data or use a NetworkBehaviour to configure some non-netcode related component (or the like) before a NetworkObject is spawned. This can be particularly critical if you want specific settings applied before NetworkBehaviour.OnNetworkSpawn
is invoked. When a client is synchronizing with an existing network session, this can become problematic as messaging requires a client to be fully synchronized before you know "it is safe" to send the message, and even if you send a message there is the latency involved in the whole process that might not be convenient and can require additional specialized code to account for this.
NetworkBehaviour.OnSynchronize
allows you to write and read custom serialized data during the NetworkObject serialization process.
There are two cases where NetworkObject synchronization occurs:
- When dynamically spawning a NetworkObject.
- When a client is being synchronized after connection approval
- that is, Full synchronization of the NetworkObjects and scenes.
Note
If you aren't familiar with the INetworkSerializable
interface, then you might read up on that before proceeding, because NetworkBehaviour.OnSynchronize
follows a similar usage pattern.
Order of operations when dynamically spawning
The following provides you with an outline of the order of operations that occur during NetworkObject serialization when dynamically spawned.
Server-side:
- GameObject with NetworkObject component is instantiated.
- The NetworkObject is spawned.
- For each associated NetworkBehaviour component,
NetworkBehaviour.OnNetworkSpawn
is invoked.
- For each associated NetworkBehaviour component,
- The
CreateObjectMessage
is generated.- NetworkObject state is serialized.
NetworkVariable
state is serialized.NetworkBehaviour.OnSynchronize
is invoked for each NetworkBehaviour component.- If this method isn't overridden then nothing is written to the serialization buffer.
- The
CreateObjectMessage
is sent to all clients that are observers of the NetworkObject.
Client-side:
- The
CreateObjectMessage
is received.- GameObject with NetworkObject component is instantiated.
NetworkVariable
state is deserialized and applied.NetworkBehaviour.OnSynchronize
is invoked for each NetworkBehaviour component.- If this method isn't overridden then nothing is read from the serialization buffer.
- The NetworkObject is spawned.
- For each associated NetworkBehaviour component,
NetworkBehaviour.OnNetworkSpawn
is invoked.
- For each associated NetworkBehaviour component,
Order of operations during full (late-join) client synchronization
Server-side:
- The
SceneEventMessage
of typeSceneEventType.Synchronize
is created.- All spawned
NetworkObjects
that are visible to the client, already instantiated, and spawned are serialized.- NetworkObject state is serialized.
NetworkVariable
state is serialized.NetworkBehaviour.OnSynchronize
is invoked for each NetworkBehaviour component.- If this method isn't overridden then nothing is written to the serialization buffer.
- All spawned
- The
SceneEventMessage
is sent to the client.
Client-side:
- The
SceneEventMessage
of typeSceneEventType.Synchronize
is received. - Scene information is deserialized and scenes are loaded (if not already).
- In-scene placed NetworkObjects are instantiated when a scene is loaded.
- All NetworkObject oriented synchronization information is deserialized.
- Dynamically spawned NetworkObjects are instantiated and state is synchronized.
- For each NetworkObject instance:
NetworkVariable
state is deserialized and applied.NetworkBehaviour.OnSynchronize
is invoked.- If this method isn't overridden then nothing is read from the serialization buffer.
- The NetworkObject is spawned.
- For each associated NetworkBehaviour component,
NetworkBehaviour.OnNetworkSpawn
is invoked.
- For each associated NetworkBehaviour component,
Synchronized RPC driven fields
Now that you understand the general concept behind NetworkBehaviour.OnSynchronize
, the question you might have is:
"When would you want to use NetworkBehaviour.OnSynchronize
?"
NetworkVariable
s can be useful to synchronize state, but they also are only updated every network tick. While it is possible to adjust a NetworkVariable
's update frequency, NetworkVariable
s (in general) guarantees state synchronization but does not guarantee state changes will be updated in the same order they were chanted relative to other NetworkVariables
.
With this in mind, you might need states to be updated in the relative order in which they were changed. In order to do this, you can combine the use of an RPC to handle updating the change in a properties state/value while using NetworkBehaviour.OnSynchronize
to assure that any late joining client will be synchronized with the current state of said property.
Using a synchronized RPC driven field approach:
- When the authority changes a local field's value, it would then need send an RPC to all non-authority instances.
- RPC messages are immediately queued in the outbound send queue which means the order in which an RPC is invoked is the order in which they will be received (if using the default reliable fragmented sequenced delivery).
- Any other synchronized RPC driven fields, whether on the same NetworkBehaviour or not, would occur in the order they were invoked on the authority instance side.
- As long as you override the
NetworkBehaviour.OnSynchronize
method and serialize the field, then late joining clients will be synchronized with the authority's most current field value.
:::info Synchronized RPC driven fields vs NetworkVariables When a NetworkVariable becomes dirty, the associated NetworkObject is add to a queue of NetworkObject instances to be scanned for changes to any NetworkVariable declared in a NetworkBehaviour associated with the NetworkObject instance. Towards the end of the frame, during late update, any NetworkObject instances marked as "having one or more dirty NetworkVariables" will be processed and the delta states will be serialized. This can lead to a scenario like the following:
Authority side
- During Update:
- NetworkBehaviour-A.NetworkVariable-1 is updated on the authority instance.
- NetworkObject-A is added to the "dirty NetworkObjects" queue.
- NetworkBehaviour-B.NetworkVariable-1 is updated on the authority instance.
- NetworkObject-B is added to the "dirty NetworkObjects" queue.
- NetworkBehaviour-A.NetworkVariable-2 is updated on the authority instance.
- NetworkObject-A is determined to already be in the "dirty NetworkObjects" queue.
- NetworkBehaviour-A.NetworkVariable-1 is updated on the authority instance.
- During Late Update:
- NetworkObject-A is scanned for dirty
NetworkVariables
and aNetworkVariableDeltaMessage
is generated.- This includes NetworkBehaviour-A.NetworkVariable-1 and NetworkBehaviour-A.NetworkVariable-2.
- NetworkObject-B is scanned for dirty
NetworkVariables
and aNetworkVariableDeltaMessage
is generated.- This includes NetworkBehaviour-B.NetworkVariable-1.
- NetworkObject-A is scanned for dirty
Non-Authority side
NetworkVariableDeltaMessage
for NetworkObject-A is processed.- NetworkBehaviour-A.NetworkVariable-1 is updated and notifications triggered.
- NetworkBehaviour-A.NetworkVariable-2 is updated and notifications triggered.
NetworkVariableDeltaMessage
for NetworkObject-B is processed.- NetworkBehaviour-B.NetworkVariable-1 is updated and notifications triggered.
Based on the above, we can determine that there will be a different order of operations in regards to when a NetworkVariable
is updated on non-authority instances:
Authority side order of operations
- NetworkBehaviour-A.NetworkVariable-1 is changed.
- NetworkBehaviour-B.NetworkVariable-1 is changed.
- NetworkBehaviour-A.NetworkVariable-2 is changed.
Non-Authority side order of operations
- NetworkBehaviour-A.NetworkVariable-1 is updated and notification triggered.
- NetworkBehaviour-A.NetworkVariable-2 is changed and notification triggered.
- NetworkBehaviour-B.NetworkVariable-1 is changed and notification triggered.
If you depend on the authority's order of operations relative to when states should be updated on the non-authority instances, then using NetworkVariable
has the potential to not honor the order of operations for changes to NetworkVariables
.
Synchronized RPC driven fields
Authority side
- NetworkBehaviour-A.Field-1 is changed and an RPC is sent to all non-authority instances.
- NetworkBehaviour-B.Field-1 is changed and an RPC is sent to all non-authority instances.
- NetworkBehaviour-A.Field-2 is changed and an RPC is sent to all non-authority instances.
Non-Authority side
- RPC for NetworkBehaviour-A.Field-1 is processed and field is updated.
- RPC for NetworkBehaviour-B.Field-1 is processed and field is updated.
- RPC for NetworkBehaviour-A.Field-2 is processed and field is updated.
Using the synchronized RPC driven field approach preserves the order of operations in regards to when each field's state changed. The additional benefit of this approach is that it is more performant than that of a NetworkVariable
.
:::
Synchronized RPC driven field example
The following example uses NetworkBehaviour.OnSynchronize
to synchronize connecting (to-be-synchronized) clients and also uses an RPC to synchronize changes in state for already synchronized and connected clients:
using UnityEngine;
using Unity.Netcode;
/// <summary>
/// Simple RPC driven state that shows one
/// form of NetworkBehaviour.OnSynchronize usage
/// </summary>
public class SimpleRpcState : NetworkBehaviour
{
private bool m_ToggleState;
/// <summary>
/// Late joining clients will be synchronized
/// to the most current m_ToggleState.
/// </summary>
protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
{
serializer.SerializeValue(ref m_ToggleState);
base.OnSynchronize(ref serializer);
}
public void ToggleState(bool stateIsSet)
{
m_ToggleState = stateIsSet;
}
/// <summary>
/// Synchronizes connected clients with the
/// server-side m_ToggleState.
/// </summary>
/// <param name="stateIsSet"></param>
[Rpc(SendTo.ClientsAndHost)]
private void ToggleStateClientRpc(bool stateIsSet)
{
m_ToggleState = stateIsSet;
}
}
Note
NetworkBehaviour.OnSynchronize
is only invoked on the server side during the write part of serialization and only invoked on the client side during the read part of serialization. When running a host, NetworkBehaviour.OnSynchronize
is still only invoked once (server-side) during the write part of serialization.
Debugging OnSynchronize
serialization
If your serialization code has a bug and throws an exception, then NetworkBehaviour.OnSynchronize
has additional safety checking to handle a graceful recovery without completely breaking the rest of the synchronization serialization pipeline.
When writing
If user-code throws an exception during NetworkBehaviour.OnSynchronize
, it catches the exception and if:
- LogLevel = Normal: A warning message that includes the name of the NetworkBehaviour that threw an exception while writing will be logged and that part of the serialization for the given NetworkBehaviour is skipped.
- LogLevel = Developer: It provides the same warning message as well as it logs an error with the exception message and stack trace.
After generating the log message(s), it rewinds the serialization stream to the point just before it invoked NetworkBehaviour.OnSynchronize
and will continue serializing. Any data written before the exception occurred will be overwritten or dropped depending upon whether there are more NetworkBehaviour components to be serialized.
When reading
For exceptions this follows the exact same message logging pattern described above when writing. The distinct difference is that after it logs one or more messages to the console, it skips over only the serialization data written by the server-side when NetworkBehaviour.OnSynchronize
was invoked and continues the deserialization process for any remaining NetworkBehaviour components.
However, there is an additional check to assure that the total expected bytes to read were actually read from the buffer. If the total number of bytes read does not equal the expected number of bytes to be read it will log a warning that includes the name of the NetworkBehaviour in question, the total bytes read, the expected bytes to be read, and lets you know this NetworkBehaviour is being skipped.
Note
When using NetworkBehaviour.OnSynchronize
you should be aware that you are increasing the synchronization payload size per instance. If you have 30 instances that each write 100 bytes of information you will have increased the total full client synchronization size by 3000 bytes.
Serializing NetworkBehaviours
NetworkBehaviours require the use of specialized NetworkBehaviourReference
structures to be serialized and used with RPCs and NetworkVariable
s.