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The position and rotation of a NetworkObject is normally only synchronized when that object is spawned. To synchronize position and rotation at realtime during the game, a NetworkTransform component is needed. NetworkTransform synchronizes the transform of the owner of the network object to all other clients.


NetworkTansform does not sync the scale of the object.

While NetworkTransform works out of the box for simple position synchronization, it is not a one size fits all solution. In case you experience stuttering with NetworkTransform, you can try increasing Fixed Sends Per Second and decreasing Min Meters values.


You can have multiple NetworkTransform components on child objects of your network object to synchronize individual positions of child objects.


When enabled, extrapolation estimates the time between when a tick advances in server-side animation and the update of the frame completes on the client-side. The game object extrapolates the next frame's values based on the ratio.


When enabled, indicates the calculated interval between receiving and updating the position between two positions. It smoothes positions through calculations, for example EnableRange allows the position to update and return without causing snapping.