domains / families / software-engineering / netcode
netcode
separate
Set up Netcode for GameObjects (NGO 2.x) multiplayer
When to use
- Scaffolding multiplayer
- Registering network prefabs
- Wiring spawn logic
- Starting host/server/client
- Configuring NetworkManager
- Setting transport address
- Configuring relay server data
- Simulating network conditions
When not to use
- Plain GameObject hierarchy creation
- Generic player-prefab components
- Runtime scene switching execution
- Code-level design decisions
- Spawning objects via skills
- Registering scenes via skills
- Setting tick rate via standalone skills
- Setting protocol via standalone skills
Skill page
Source