Netcode for Gameobjects' high level components, the RPC system, object spawning, and NetworkVariables all rely on there being at least two netcode components added to a
NetworkBehaviour components require the use of specialized structures to be serialized and used with
NetworkObjects use the
NetworkBehaviours use the
In order to replicate any netcode aware properties or send/receive RPCs a
GameObject must have a
NetworkObject component and at least one
NetworkBehaviour component. Any netcode related component, like
NetworkTransform or a
NetworkBehaviour with one or more
RPCs, requires a
NetworkObject component on the same relative
GameObject or on a parent of the
GameObject in question.
When spawning a
NetworkObject, the NetworkObject.GlobalObjectIdHash value is used to initially identify the associated network Prefab asset clients will instantiate to create a client-local clone/copy. Once instantiated locally, each
NetworkObject is assigned a
NetworkObjectId that is used to associate
NetworkObjects across the network. For example, one peer can say "Send this RPC to the object with the NetworkObjectId 103", and everyone knows what object that is. A
NetworkObject is considered "Spawned" on a client is when it has been instatiated and assigned a unique
NetworkBehaviours provide users with the ability to add their own custom netcode logic to the associated
NetworkObject is owned by either the server (default) or any connected and approved client. Netcode for GameObjects is server authoritative, which means the server controls (that is, is the only system authorized) to spawn or despawn
All code snippets below should be invoked on the server-side.
The default 'NetworkObject.Spawn' method assumes server-side ownership:
NetworkObjects with ownership use the following:
To change ownership, use the
To give ownership back to the server use the
To determine if the local client is the owner of a NetworkObject you can check the
To determine if the NetworkObject is owned by the server you can check the
When you want to despawn and destroy the owner but you don't want a specific
NetworkObject to be destroyed along with the owner, then you can set the
NetworkObject.DontDestroyWithOwner property to
true which will assure that when the owner is destroyed the owned
Player objects are an optional feature in Netcode which can be used to assign a networked object to a specific client. A client can always only have at most one player object.
If you want a client to control multiple objects, then use the ownership methods described above under the ownership section.
If you want to be able to assign a unique player Prefab on a per client connection basis, use client Connection Approval.
Creating a Player Object
Netcode can spawn a default player object for you. If
Create Player Prefab is checked (
true) in the
NetworkManager and the
Player Prefab is assigned a valid prefab, then Netcode will spawn a unique instance of the designated player Prefab for each connected and approved client.
To manually spawn an object as player object, use the following method:
If the player already had a Prefab instance assigned, then the NetworkObject of that Prefab instance will still be owned by the client unless there is additional server-side specific user code that removes or changes the ownership.
Finding Player Objects
To find a player object for a specific client id you can use the following methods:
Within a NetworkBehaviour, you can check the local
LocalClient to get the local player object:
Conversely, on the server-side if you need to get the player object instance for a specific client you can use the following:
To find your own player object just pass
NetworkManager.Singleton.LocalClientId as the clientId in the sample above.
Network prefabs (NetworkPrefabs) are prefabs that contain a GameObject with a
NetworkObject component. As an example, if you wanted to create a Prefab to be the default player prefab, then you would create a Prefab that at the root GameObject included a
NetworkObject component and any additional player specific
NetworkBehaviour components. You can then assign that Prefab to the
NetworkManager Player Prefab property to be used when a player is connected and approved. Each connected player will have a unique instance spawned on all connected clients (including the server).
You can only have one
NetworkObject at the root of a prefab. This means don't create prefabs with nested