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. |