Achieve Synchronization with multiple methods in Netcode for GameObjects (Netcode). Each method has a different optimal use case and supports various features.
For starters, utilizing the messaging system. The messaging system provides sending any data. The parameters supported include most primitives and any classes and structures that implement the
INetworkSerializable interface allowing for custom types to be serialized easily. This way, custom types allow being sent in
RPC's without extra work. For more information, see the Messaging System API.
Another method is to use the
NetworkVariable system to be synced by the library rather than by the developer. The
NetworkVariable system supports syncing of data to new users in the spawn call automatically and delta compression.
See NetworkVariable for details.