Both addressable scenes and prefabs work over the network.
Scene Addressables
Scene addressables utilize Fish-Networking's Custom Scene Processors. With a few overrides you can implement addressable scenes using this guide.
Prefab Addressables
To work reliably each addressables package must have a unique ushort Id, between 1 and 65535. Never use 0 as the Id, as the preconfigured SpawnablePrefabs use this Id. You may assign your addressable Ids however you like, for instance using a dictionary that tracks your addressable names with Ids.
Registering addressable prefabs with Fish-Networking is easy once each package has been given an Id.
The code below shows one way of loading and unloading addressable prefabs for the network.
/// <summary>
/// Reference to your NetworkManager.
/// </summary>
private NetworkManager _networkManager => InstanceFinder.NetworkManager;
/// <summary>
/// Used to load and unload addressables in async.
/// </summary>
private AsyncOperationHandle<IList<GameObject>> _asyncHandle;
/// <summary>
/// Loads an addressables package by string.
/// You can load whichever way you prefer, this is merely an example.
/// </summary>
public IEnumerator LoadAddressables(string addressablesPackage)
{
/* FishNet uses an Id to identify addressable packages
* over the network. You can set the Id to whatever, however
* you like. A very simple way however is to use our GetStableHash
* helper methods to return a unique key for the package name.
* This does require the package names to be unique. */
ushort id = addressablesPackage.GetStableHash16();
/* GetPrefabObjects will return the prefab
* collection to use for Id. Passing in true
* will create the collection if needed. */
SinglePrefabObjects spawnablePrefabs = (SinglePrefabObjects)_networkManager.GetPrefabObjects<SinglePrefabObjects>(id, true);
/* Get a cache to store networkObject references in from our helper object pool.
* This is not required, you can make a new list if you like. But if you
* prefer to prevent allocations FishNet has the really helpful CollectionCaches
* and ObjectCaches, as well Resettable versions of each. */
List<NetworkObject> cache = CollectionCaches<NetworkObject>.RetrieveList();
/* Load addressables normally. If the object is a NetworkObject prefab
* then add it to our cache! */
_asyncHandle = Addressables.LoadAssetsAsync<GameObject>(addressablesPackage, addressable =>
{
NetworkObject nob = addressable.GetComponent<NetworkObject>();
if (nob != null)
cache.Add(nob);
});
yield return _asyncHandle;
/* Add the cached references to spawnablePrefabs. You could skip
* caching entirely and just add them as they are read in our LoadAssetsAsync loop
* but this saves more performance by adding them all at once. */
spawnablePrefabs.AddObjects(cache);
//Optionally(obviously, do it) store the collection cache for use later. We really don't like garbage!
CollectionCaches<NetworkObject>.Store(cache);
}
/// <summary>
/// Loads an addressables package by string.
/// </summary>
public void UnoadAddressables(string addressablesPackage)
{
//Get the Id the same was as we did for loading.
ushort id = addressablesPackage.GetStableHash16();
/* Once again get the prefab collection for the Id and
* clear it so that there are no references of the objects
* in memory. */
SinglePrefabObjects spawnablePrefabs = (SinglePrefabObjects)_networkManager.GetPrefabObjects<SinglePrefabObjects>(id, true);
spawnablePrefabs.Clear();
//You may now release your addressables!
Addressables.Release(_asyncHandle);
}
When adding addressables on your client be sure to do so before the server will send spawn messages for them.