• Netcode for Entities package
  • Install
  • Set up client and server worlds
    • Client and server worlds networking model
    • Network protocol checks
    • Netcode for Entities multi-driver architecture
    • Use Unity Relay with Netcode for Entities
  • Create multiplayer gameplay
    • Connecting server and clients
    • Synchronizing states and inputs
      • Synchronization with ghosts
        • Ghosts and snapshots
        • Serialization and synchronization with `GhostFieldAttribute`
        • Customizing replication with `GhostComponentAttribute`
        • Creating replication schemas with `GhostComponentVariationAttribute`
        • Spawn and pre-spawn ghosts
        • Ghost type templates
        • Ghost groups
      • Communication with RPCs
      • Use the command stream to handle inputs
    • Time synchronization
    • Interpolation
    • Prediction
      • Introduction to prediction
      • Prediction in Netcode for Entities
      • Prediction smoothing
      • Prediction switching
      • Prediction edge cases and known issues
    • Server-side rewind
    • Physics
    • Host migration
      • Introduction to host migration
      • Host migration API and components
      • Add host migration to your project
        • Host migration requirements
        • Host migration systems and data
        • Lobby and Relay integration
      • Limitations and known issues
    • Ghost type templates
  • Test and debug your game
    • Logging
    • Using the PlayMode Tool
    • Testing with thin clients
    • Gathering metrics with MetricsMonitorComponent
    • Using source generators
  • Optimize performance
    • Optimize ghosts
    • Reduce prediction overhead
    • Manage serialization costs
    • Limit snapshot size
    • Execute expensive operations during off frames
    • Data compression
  • Samples
    • Networked cube
    • Host migration in Asteroids
  • Reference
    • Netcode-specific components and types
    • Netcode Project Settings reference