Fish-Net: Networking Evolved
  • Overview
    • What is FishNet?
      • Features
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    • Getting Started
      • Installing Fish-Networking
      • Getting Connected
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      • 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
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      • Server and Client Identification
        • Executing on Server or Client
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        • Remote Procedure Calls
        • SyncTypes
          • Customizing Behavior
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          • Custom SyncType
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        • Using Ownership To Read Values
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          • Addressables
      • InstanceFinder
      • Addressables
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        • What Is Client-Side Prediction
        • Configuring PredictionManager
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        • Creating Code
          • Controlling An Object
          • Non-Controlled Object
          • Understanding ReplicateState
            • Using States In Code
            • Predicting States In Code
          • Advanced Controls
        • Custom Comparers
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        • Using NetworkColliders
      • Lag Compensation
        • States
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    • Upgrading API
    • Server Hosting
      • Edgegap - Official Partner
        • Getting Started with Edgegap
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        • Getting Started with Hathora
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        • Getting Started with AWS
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        • Report Example
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  • 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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On this page
  1. Guides
  2. Features
  3. Network Communication
  4. SyncTypes

Custom SyncType

With a customized SynType you can decide how and what data to synchronize, and make optimizations as you see fit.

For example: if you have a data container with many variables you probably don't want to send the entire container when you change it, as a SyncVar would. By making a custom SyncType you can customize the behavior entirely; this is how other SyncType work.

/* If one of these values change you
* probably don't want to send the
* entire container. A custom SyncType
* is perfect for only sending what is changed. */
[System.Serializable]
public struct MyContainer
{
    public int LeftArmHealth;
    public int RightArmHealth;
    public int LeftLegHealth;
    public int RightLeftHealth;            
}

Custom SyncTypes follow the same rules as other SyncTypes. Internally other SyncTypes inherit from SyncBase, and your type must as well. In addition, you must implement the ICustomSync interface.

public class SyncMyContainer : SyncBase, ICustomSync
{
    /* If you intend to serialize your type
    * as a whole at any point in your custom
    * SyncType and would like the automatic
    * serializers to include it then use
    * GetSerializedType() to return the type.
    * In this case, the type is MyContainer.
    * If you do not need a serializer generated
    * you may return null. */
    public object GetSerializedType() => typeof(MyContainer);
}

public class YourClass
{
    private readonly SyncMyContainer _myContainer = new();
}

Given how flexible a custom SyncType may be there is not a one-size fits all example. You may view several custom examples within your FishNet import under FishNet/Example/All/CustomSyncType.

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Last updated 1 year ago