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
- Missing NetworkObject component
- Ignoring client prediction