NetworkObjects

Details on the different types of NetworkObjects that will be referenced throughout the guides.

NetworkObject

Any GameObject with a NetworkObjectarrow-up-right component on it will be considered a "NetworkObject" in these guides going forward. Review the NetworkObjectarrow-up-right component Page for details on the various settings for a NetworkObject.

When you are to add a NetworkBehaviour component to your prefabs or scene objects the NetworkBehaviour will search for a NetworkObject component on the same object, or within parent objects. If a NetworkObject is not found then one will be added automatically to the top-most object.

Spawned NetworkObject

NetworkObjects that are Instantiated and Spawned using ther ServerManager.Spawn() method will be considered a "Spawned NetworkObject". "IsSpawned" Property will be marked True internally on the NetworkObject Component.

Scene NetworkObject

Any NetworkObject that exists as part of the Scene aka - never instantiated/spawned into the scene, will be considered a "Scene NetworkObject" in these guides going forward. "IsSceneObject" property will be marked true on the attached NetworkObjectarrow-up-right component internally.

Global NetworkObject

Any NetworkObject with their bool "IsGlobal" marked "true" either in the inspector or with code will be considered a "GlobalNetworkObject" in the guides going forward.

GlobalNetworkObjects will automatically be put into the ("DontDestroyOnLoad") scene when instantiated on the server, and when spawned on the clients.

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Scene objects cannot be marked as global. All global objects must be instantiated and spawned.

Nested NetworkObject

Any NetworkObjectarrow-up-right that are a child of another NetworkObjectarrow-up-right will considered a "Nested NetworkObject" in these guides going forward. "IsNested" property will be marked true on the attached NetworkObjectarrow-up-right component internally.

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