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    Network topologies

    Choose how the authoritative server and connected clients are arranged to suit your game's hosting, latency, and scaling needs.

    Netcode for Entities uses a server-authoritative model with client-side prediction, so every session has one authoritative server and one or more clients. The network topology determines where that server runs: on dedicated hardware that clients connect to remotely, or on one of the players' own machines that also acts as a client.

    Your choice of topology affects hosting cost, the level of trust you place in the host, and how easily you can move to a dedicated server later. Review the following topics to compare the available options and decide which one fits your game.

    Topic Description
    Choose a network topology Compare the supported network topologies and their recommended use cases to decide which one fits your game's hosting, performance, and scaling needs.
    Client-server Run the authoritative simulation on a dedicated server that clients connect to remotely, which suits games that need to scale, resist cheating, or stay impartial between players.
    Client-hosted Run the server on one player's machine, which acts as both host and client for the other players who connect to the session.

    Additional resources

    • Client and server worlds networking model
    • Connect using a relay server
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