Multiplayer Components

The following components can be used within scenes and prefabs in your project. You will find that these map to common multiplayer patterns and concepts in Photon Fusion or Unity Netcode for GameObjects.

Network Object

The base component to make any GameObject networked and is used to group network behaviours. It takes care of synchronizing transform state, ownership, physics and lifecycle events.

Network Behaviour

Inheriting from this component allows you to implement custom network behavior and sync custom state across clients.

Synced Animator

A component that automatically synchronizes Unity's Mecanim Animator across all clients (with limitations)