Fish-Net: Networking Evolved
  • Overview
    • What is FishNet?
      • Features
        • Unity Compatibility
        • Performance
          • Benchmark Setup
          • Fish-Networking Vs Mirror
      • Pro, Projects, and Support
      • Business Support
      • Development
        • Changelog
        • Roadmap
      • Branding
      • Legal Restrictions
    • Showcase
      • Upcoming Releases
    • Asset Integrations
      • Fish-Network-Discovery
    • Community Resources
  • Guides
    • Getting Started
      • Installing Fish-Networking
      • Getting Connected
      • Preparing Your Player
      • Moving Your Player Around
      • Spawning and Despawning Items
      • Using SyncVars to Sync Colors
      • Connecting to Remote Devices
      • Beyond the Basics
    • High-Level Overview
      • Fundamentals
      • Networking Models
      • Terminology
        • Server, Client, Host
        • Communicating
        • Miscellaneous
      • Transports
    • Features
      • Server and Client Identification
        • Executing on Server or Client
        • NetworkConnections
      • Networked GameObjects and Scripts
        • NetworkObjects
        • NetworkBehaviour
        • Spawning and Despawning
          • Predicted Spawning
          • Nested NetworkObjects
          • Object Pooling
      • Network State Events
      • Network Communication
        • Remote Procedure Calls
        • SyncTypes
          • Customizing Behavior
          • SyncVar
          • SyncList
          • SyncHashSet
          • SyncDictionary
          • SyncTimer
          • SyncStopwatch
          • Custom SyncType
        • Broadcasts
      • Data Serialization
        • Custom Serializers
          • Interface Serializers
          • Inheritance Serializers
      • Ownership
        • Using Ownership To Read Values
      • Area of Interest (Observer System)
        • Modifying Conditions
        • Custom Conditions
      • Scene Management
        • Scene Events
        • Scene Data
          • SceneLookupData
          • SceneLoadData
          • SceneUnloadData
        • Loading Scenes
          • Automatic Online and Offline Scenes
        • Unloading Scenes
        • Scene Stacking
        • Scene Caching
        • Scene Visibility
        • Persisting NetworkObjects
        • Custom Scene Processors
          • Addressables
      • InstanceFinder
      • Addressables
      • Transports
        • Multipass
      • Prediction
        • What Is Client-Side Prediction
        • Configuring PredictionManager
        • Configuring TimeManager
        • Configuring NetworkObject
        • Offline Rigidbodies
        • Interpolations
        • Creating Code
          • Controlling An Object
          • Non-Controlled Object
          • Understanding ReplicateState
            • Using States In Code
            • Predicting States In Code
          • Advanced Controls
        • Custom Comparers
        • PredictionRigidbody
        • Using NetworkColliders
      • Lag Compensation
        • States
        • Raycast
        • Projectiles
    • Upgrading API
    • Server Hosting
      • Edgegap - Official Partner
        • Getting Started with Edgegap
      • Hathora
        • Getting Started with Hathora
      • Amazon Web Services (AWS)
        • Getting Started with AWS
    • Upgrading To Fish-Networking
    • Troubleshooting
      • Technical Limitations
      • Creating Bug Reports
        • Report Example
      • FAQ
  • FishNet Building Blocks
    • Components
      • Managers
        • NetworkManager
        • TimeManager
        • PredictionManager
        • ServerManager
        • ClientManager
        • SceneManager
        • TransportManager
          • IntermediateLayer
        • StatisticsManager
        • ObserverManager
          • HashGrid
        • RollbackManager (Pro Feature)
      • Prediction
        • Network Collider
          • NetworkCollision
          • NetworkCollision2D
          • NetworkTrigger
          • NetworkTrigger2D
        • OfflineRigidbody
        • PredictedOwner
        • PredictedSpawn
      • Utilities
        • PingDisplay
        • BandwidthDisplay
        • Tick Smoothers
          • NetworkTickSmoother
          • OfflineTickSmoother
          • MonoTickSmoother [Obsolete]
          • DetachableNetworkTickSmoother [Obsolete]
      • PlayerSpawner
      • DefaultScene
      • ServerSpawner
      • Authenticator
      • ColliderRollback
      • NetworkAnimator
      • NetworkBehaviour
      • NetworkTransform
      • NetworkObject
      • NetworkObserver
    • Prefabs
      • NetworkManager
      • NetworkHudCanvas
    • ScriptableObjects
      • ObserverConditions
        • DistanceCondition
        • GridCondition
        • HostOnlyCondition
        • MatchCondition
        • OwnerOnlyCondition
        • SceneCondition
      • SpawnablePrefabs
        • DefaultPrefabObjects
        • SinglePrefabObjects
        • DualPrefabObjects
      • LevelLoggingConfiguration
    • Transports
      • Tugboat
      • Multipass
      • Yak (Pro Feature)
      • Bayou
      • FishyWebRTC
      • FishyUnityTransport
      • FishySteamworks (Steam)
      • FishyEOS (Epic Online Services)
      • FishyFacepunch (Steam)
      • FishyRealtime (Photon)
  • API Documentation
    • API Reference
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  1. FishNet Building Blocks
  2. Components
  3. Managers

TransportManager

TransportManager handles talking to the transports as well sending, receiving, and even customizing packets on the fly.

PreviousSceneManagerNextIntermediateLayer

Last updated 1 day ago

If you want to modify network data such as for encryption, or use any one of our number of transports, you will want to add this component to your scene NetworkManager object.


Component Settings

Settings are general settings related to the TransportManager.

Transport: Indicates which transport to use. When left empty the default transport () is used, or the first transport manually added to the object which the TransportManager resides.

Intermediate Layer: To specify a custom intermediate layer to use.

Latency Simulator: Allows you to simulate a variety of latency scenarios on any transport.

  • Settings: Universal settings for the Latency Simulator.

    • Enabled: Toggles the enabled state of the simulator.

    • Simulate Host: When enabled will also simulate latency for clientHost.

    • Latency: Is the amount of latency to simulate in milliseconds.

  • Unreliable: Features only used for unreliable packets.

    • Out Of Order: The percentage chance to send an out of order packet.

    • Packet Loss: The chance to drop a packet.

Tugboat