Version: 5.4 beta (switch to 5.3)
NetworkStartPosition
NetworkTransformChild

NetworkTransform

The NetworkTransform component synchronizes movement of game objects across the network. This component takes authority into account, so LocalPlayer objects (which have local authority) synchronize their position from the client to server, then out to other clients. Other objects (with server authority) synchronize their position from the server to clients.

To use this component, add it to the prefab or game object that you want to synchronize movement for. The component requires that the game objects has a NetworkIdentity. Note that networked objects must be spawned to synchronize.

Properties

Property: Function:
characterContoller Cached CharacterController.
clientMoveCallback2D A callback that can be used to validate on the server, the movement of client authoritative objects.
clientMoveCallback3D A callback that can be used to validate on the server, the movement of client authoritative objects.
grounded Tells the NetworkTransform that it is on a surface (this is the default).
interpolateMovement Enables interpolation of the synchronized movement.
interpolateRotation Enables interpolation of the synchronized rotation.
lastSyncTime The most recent time when a movement synchronization packet arrived for this object.
movementTheshold The distance that an object can move without sending a movement synchronization update.
rigidbody2D Cached Rigidbody2D.
rigidbody3D Cached Rigidbody.
rotationSyncCompression How much to compress rotation sync updates.
sendInterval The sendInterval controls how often state updates are sent for this object.
snapThreshold If a movement update puts an object further from its current position that this value, it will snap to the position instead of moving smoothly.
syncRotationAxis Which axis should rotation by synchronized for.
targetSyncPosition The target position interpolating towards.
targetSyncRotation2D The target rotation interpolating towards.
targetSyncRotation3D The target position interpolating towards.
targetSyncVelocity The velocity send for synchronization.
transformSyncMode What method to use to sync the object’s position.

Hints

  • There is a NetworkSendRate slider on the inspector of the NetworkTransform. For objects that do not need to update after being created - such as bullet, set this slider to zero.
  • The NetworkTransformVisualizer will help NetworkTransform be debugged.
NetworkStartPosition
NetworkTransformChild