Multiplayer Netcode

Abhishek Smith

Abhishek Smith

Building Outscal | Land Jobs in the gaming industry | EA, Epic Games, TCS, | CMU, IIT K

Network Setup

  • StartHost() = Run Server + Client
  • StartServer() = Server only
  • StartClient() = Client only
  • IsHost/IsServer/IsClient = Check role
  • Don't start network manager multiple times!

Network Objects

  • Spawn() = Create across network
  • Despawn() = Remove from network
  • NetworkVariable<T> = Synced data
  • Perfect for multiplayer state management

RPCs (Remote Procedure Calls)

  • [ServerRpc] = Client to Server
  • [ClientRpc] = Server to Clients
  • Custom Messages for specific needs
  • Avoid excessive RPC calls!

Scene Management

  • NetworkSceneManager.LoadScene()
  • OnSceneEvent for transitions
  • Scene events across network
  • Great for level synchronization

Pro Tips:

  • Cache NetworkManager reference
  • Use NetworkVariable for state
  • Implement proper authority checks
  • Handle disconnections gracefully
  • Test with different network conditions

Common Pitfalls:

  • Spawning without authority
  • Overusing RPCs for small updates
  • Not handling latency
  • Missing NetworkObject component
  • Ignoring client prediction

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