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    Synchronization with ghosts

    Use ghosts to synchronize and replicate states between server and clients in a consistent and customizable way.

    Topic Description
    Ghosts and snapshots Understand ghosts and snapshots in Netcode for Entities and how to use them to synchronize states in your multiplayer project.
    Serialization and synchronization with GhostFieldAttribute Use GhostFieldAttribute to specify which fields and properties of Unity.Entities.IComponentData or Unity.Entities.IBufferElementData should be serialized and replicated from server to client.
    Customizing replication with GhostComponentAttribute Use GhostComponentAttribute and its properties to customize how replication is handled by your runtime.
    Creating replication schemas with GhostComponentVariationAttribute Use GhostComponentVariationAttribute to declare a replication schema for a type (at compile time) without needing to mark up fields in the original type, or the original type itself.
    Spawning and pre-spawning ghosts Spawn ghosts as part of your game after creating them and defining how they should be synchronized.
    Ghost type templates Netcode for Entities has default templates that define how ghost component types are handled during baking and serialization. You can also create your own templates to register additional types.
    Ghost groups Use ghost groups to synchronize replication timings across multiple ghost instances and prevent common gameplay state errors.
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