Networking attributes are added to member functions of NetworkBehaviour scripts, to make them run on either the client or server.
These attributes can be used for Unity game loop methods like Start or Update, as well as other implemented methods.
This attribute has been deprecated because
channelswere moved to transports (where applicable) and
intervalwas moved to an inspector property
means don’t allow a client to call that method (throws a warning or an error when called on a client).
A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on servers.
means don’t allow a server to call that method (throws a warning or an error when called on the server).
A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on clients, but not generate warnings.
The server uses an Rpc to run that function on clients. See also: Remote Actions
This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on clients from a server. Unlike the ClientRpc attribute, these functions are invoked on one individual target client, not all of the ready clients. See also: Remote Actions
Call this from a client to run this function on the server. Make sure to validate input etc. It’s not possible to call this from a server. Use this as a wrapper around another function, if you want to call it from the server too. See also: Remote Actions
The allowed argument types are;
- Basic type (byte, int, float, string, UInt64, etc)
- Built-in Unity math type (Vector3, Quaternion, etc),
- Arrays of basic types
- Structs containing allowable types
- GameObject with a NetworkIdentity component attached.
SyncVars are used to synchronize a variable from the server to all clients automatically. Don’t assign them from a client, it’s pointless. Don’t let them be null, you will get errors. You can use int, long, float, string, Vector3 etc. (all simple types) and NetworkIdentity and GameObject if the GameObject has a NetworkIdentity attached to it. You can use hooks.
SyncEvents are networked events like ClientRpc’s, but instead of calling a function on the GameObject, they trigger Events instead.