• Netcode for GameObjects package
  • Install
  • Get started
    • Client-server quickstart
    • Distributed authority quickstart
      • Distributed authority general quickstart
      • Distributed authority WebGL quickstart
  • Networking concepts
    • Authority
    • Ownership
    • Network topologies
      • Network topologies
      • Client-server
      • Listen server host architecture
      • Distributed authority topologies
  • Configuration
    • Configuring connections
      • Connection approval
      • Max players
    • Transports
    • Relay
  • Network components
    • Core components
      • NetworkObject
        • NetworkObject parenting
      • NetworkBehaviour
        • Synchronizing & Order of Operations
      • NetworkManager
        • PlayerObjects and player prefabs
    • Helper Components
      • AttachableBehaviour
      • AttachableNode
      • ComponentController
      • NetworkAnimator
      • NetworkTransform
        • Physics
  • Spawning and despawning
    • Object spawning
    • Network prefab handler
    • Object pooling
    • Object visibility
    • Spawning synchronization
    • Deferred despawning
  • Latency and performance
    • Understanding latency
    • Ticks and update rates
    • Improving performance with client-side interpolation
    • Client anticipation
    • Dealing with latency
  • Network synchronization
    • Synchronizing states and events
    • NetworkVariables
      • NetworkVariable
      • Custom NetworkVariables
    • Remote procedure calls (RPCs)
      • Sending events with RPCs
      • 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
  • Migrate from UNet to Netcode for GameObjects