

You can select a Component from the drop-down, or you can drag any Component header directly to the variable. Whatever the Observed Component is, data about it will be sent across the network. This can be a Transform, an Animation, a RigidBody, or a script. The Observed property of the Network View can contain a single Component. What kind of data you want the Network View to send.When you add a Network View to a GameObject, you must decide two things The number id of the Network View in this particular sceneĮither saved to the Scene or Allocated at runtime These values are read-only in the Inspector The unique identifier for this Network View. The Component data that will be sent across the network This uses more bandwidth, but the impact of packet loss is minimized

In the case of packet loss, the lost packet is re-sent automatically The difference between the last state and the current state will be sent, if nothing has changed nothing will be sent. This is the best option if you only want to send RPCs The type of State Synchronization used by this Network View

In order to use any networking capabilities, including State Synchronization or Remote Procedure Calls, your GameObject must have a Network View attached. You can learn and discover the fundamental concepts in the Network Reference Guide. For this reason, it is recommended that you understand the fundamental concepts behind networking before you start experimenting with Network Views. They are simple to use, but they are extremely powerful. Network Views are the gateway to creating networked multiplayer games in Unity. See NetworkIdentity for the new networking system). (This class is part of the old networking system and is deprecated.
