unity-multiplayer
Unity Multiplayer & Networking
Multiplayer Architecture Overview
Unity's multiplayer ecosystem comprises several layers:
| Layer | Package/Service | Purpose |
|---|---|---|
| High-Level | Netcode for GameObjects | GameObject-based networking logic |
| High-Level | Netcode for Entities | DOTS-based networking |
| Low-Level | Unity Transport (com.unity.transport) |
UDP/WebSocket communication with optional reliability, ordering, fragmentation |
| Services | Relay | NAT traversal via cloud relay servers |
| Services | Lobby | Matchmaking and session discovery |
| Services | Sessions SDK | Player group management |
| Tools | Multiplayer Play Mode | Simulate up to 4 players in-editor |
| Tools | Multiplayer Tools | Analysis, debugging, testing utilities |
Topology options:
- Client-Server (Dedicated): Server has authority; clients send inputs, server validates
- Client-Server (Listen/Host): One player acts as both server and client
- Distributed Authority: Ownership-based authority distributed among clients
Use the Multiplayer Center (Window > Multiplayer > Multiplayer Center) to get package recommendations based on your game's needs.
Netcode for GameObjects Setup
Installation
Install com.unity.netcode.gameobjects (v2.10+) via Package Manager. This automatically pulls in com.unity.transport.
NetworkManager Configuration
Add a NetworkManager component to a GameObject in your scene. It is the singleton entry point for all networking.
using Unity.Netcode;
public class GameLauncher : MonoBehaviour
{
public void StartAsHost()
{
NetworkManager.Singleton.StartHost();
}
public void StartAsServer()
{
NetworkManager.Singleton.StartServer();
}
public void StartAsClient()
{
NetworkManager.Singleton.StartClient();
}
public void Shutdown()
{
NetworkManager.Singleton.Shutdown();
}
}
Key NetworkManager properties:
IsServer,IsClient,IsHost-- execution contextConnectedClients-- dictionary of connected clientsConnectedClientsIds-- read-only list of client IDsLocalClientId-- local client's IDSceneManager--NetworkSceneManagerinstanceSpawnManager--NetworkSpawnManagerinstanceNetworkConfig-- project network configuration
Key NetworkManager events: OnClientConnectedCallback, OnClientDisconnectCallback, OnConnectionEvent, OnServerStarted/OnServerStopped, OnClientStarted/OnClientStopped, OnTransportFailure
NetworkObject and NetworkBehaviour
NetworkObject
Every networked GameObject needs a NetworkObject component. It provides identity, ownership, and visibility.
Key properties:
NetworkObjectId(ulong) -- unique ID synchronized across networkIsSpawned-- whether spawned on the networkOwnerClientId-- client ID of current ownerIsOwner-- true if local player owns this objectHasAuthority-- true if local instance has authority
Spawning (server-side only):
// Basic spawn
NetworkObject netObj = Instantiate(prefab).GetComponent<NetworkObject>();
netObj.Spawn();
// Spawn with specific owner
netObj.SpawnWithOwnership(clientId);
// Spawn as player object
netObj.SpawnAsPlayerObject(clientId);
// Despawn
netObj.Despawn(destroy: true);
Ownership (server-side only):
netObj.ChangeOwnership(newClientId);
netObj.RemoveOwnership();
Visibility:
netObj.NetworkShow(clientId);
netObj.NetworkHide(clientId);
bool visible = netObj.IsNetworkVisibleTo(clientId);
NetworkBehaviour
All networked scripts inherit from NetworkBehaviour instead of MonoBehaviour.
Lifecycle methods (in order):
OnNetworkPreSpawn(ref NetworkManager)-- before any spawningOnNetworkSpawn()-- after NetworkObject spawns; register handlers hereOnNetworkPostSpawn()-- after all sibling NetworkBehaviours spawnOnNetworkPreDespawn()-- before despawnOnNetworkDespawn()-- on despawn
Ownership callbacks:
OnGainedOwnership()/OnLostOwnership()OnOwnershipChanged(ulong previous, ulong current)-- fires on all clients
using Unity.Netcode;
public class PlayerController : NetworkBehaviour
{
public override void OnNetworkSpawn()
{
if (IsOwner)
{
// Initialize local player controls
EnableInput();
}
}
void Update()
{
if (!IsOwner) return;
// Only the owner processes input
HandleMovement();
}
public override void OnNetworkDespawn()
{
// Cleanup
}
}
Status checks: IsServer, IsClient, IsHost, IsOwner, IsSpawned, IsLocalPlayer, HasAuthority
NetworkVariables
NetworkVariable<T> synchronizes state from server to all clients automatically. Type T must be unmanaged (primitives, unmanaged structs).
public class PlayerHealth : NetworkBehaviour
{
public NetworkVariable<int> Health = new NetworkVariable<int>(
value: 100,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server
);
public override void OnNetworkSpawn()
{
Health.OnValueChanged += OnHealthChanged;
}
public override void OnNetworkDespawn()
{
Health.OnValueChanged -= OnHealthChanged;
}
private void OnHealthChanged(int oldValue, int newValue)
{
Debug.Log($"Health changed: {oldValue} -> {newValue}");
UpdateHealthUI(newValue);
}
// Server-side only (due to WritePerm.Server)
public void TakeDamage(int amount)
{
if (!IsServer) return;
Health.Value -= amount;
}
}
Write permissions:
NetworkVariableWritePermission.Server(default) -- only server can writeNetworkVariableWritePermission.Owner-- only owner can write
NetworkList -- synchronized list (T must be unmanaged + IEquatable<T>):
public class Inventory : NetworkBehaviour
{
public NetworkList<int> Items;
void Awake()
{
Items = new NetworkList<int>();
}
public override void OnNetworkSpawn()
{
Items.OnListChanged += OnItemsChanged;
}
private void OnItemsChanged(NetworkListEvent<int> changeEvent)
{
Debug.Log($"List changed: {changeEvent.Type}");
}
}
RPCs (ServerRpc, ClientRpc)
RPCs are remote procedure calls between server and clients. Methods must be in a NetworkBehaviour and use the [Rpc] attribute with a SendTo target.
Unified Rpc Attribute (v2.x)
public class CombatSystem : NetworkBehaviour
{
// Server executes this when any client calls it
[Rpc(SendTo.Server)]
void AttackRpc(int targetId, RpcParams rpcParams = default)
{
ulong senderId = rpcParams.Receive.SenderClientId;
ProcessAttack(senderId, targetId);
}
// All clients (and host) execute this
[Rpc(SendTo.ClientsAndHost)]
void ShowDamageEffectRpc(Vector3 position, int damage)
{
SpawnDamagePopup(position, damage);
}
// Only the owner executes this
[Rpc(SendTo.Owner)]
void NotifyOwnerRpc(string message)
{
Debug.Log(message);
}
// Everyone including sender
[Rpc(SendTo.Everyone)]
void PlaySoundRpc(int soundId)
{
AudioManager.Play(soundId);
}
}
SendTo Targets
| Target | Description |
|---|---|
Server |
Executes on server; locally if called on server |
NotServer |
All clients except server (excludes host) |
Owner |
Object's owner only |
NotOwner |
Everyone except owner |
Authority |
Server in client-server; owner in distributed authority |
NotAuthority |
All non-authority instances |
ClientsAndHost |
All clients including host |
Everyone |
All instances on the observer list |
Me |
Local execution only |
NotMe |
Everyone except sender |
SpecifiedInParams |
Target set at runtime via RpcSendParams |
Legacy Attributes (still supported)
[ServerRpc]
void RequestSpawnServerRpc(ServerRpcParams rpcParams = default)
{
// Runs on server; only owner can call by default
}
[ClientRpc]
void UpdateUIClientRpc(int score)
{
// Runs on all clients
}
Connection Approval
Use ConnectionApprovalCallback on NetworkManager to validate connecting clients.
// Server-side: register approval callback
NetworkManager.Singleton.ConnectionApprovalCallback = (request, response) =>
{
string password = System.Text.Encoding.UTF8.GetString(request.Payload);
response.Approved = (password == "secret");
response.CreatePlayerObject = response.Approved;
// Optionally set: response.PlayerPrefabHash, response.Position, response.Rotation
if (!response.Approved) response.Reason = "Invalid password";
response.Pending = false; // Signal decision is made
};
// Client-side: set payload before connecting
NetworkManager.Singleton.NetworkConfig.ConnectionData =
System.Text.Encoding.UTF8.GetBytes("secret");
NetworkManager.Singleton.StartClient();
Scene Management
NetworkSceneManager (accessed via NetworkManager.Singleton.SceneManager) handles synchronized scene loading.
public class GameSceneManager : NetworkBehaviour
{
public void LoadGameScene()
{
if (!IsServer) return;
// Server-only: loads scene on all clients
NetworkManager.Singleton.SceneManager.LoadScene("GameScene", LoadSceneMode.Single);
}
public void LoadAdditiveScene()
{
if (!IsServer) return;
NetworkManager.Singleton.SceneManager.LoadScene("Arena", LoadSceneMode.Additive);
}
public override void OnNetworkSpawn()
{
NetworkManager.Singleton.SceneManager.OnSceneEvent += OnSceneEvent;
}
void OnSceneEvent(SceneEvent sceneEvent)
{
switch (sceneEvent.SceneEventType)
{
case SceneEventType.LoadComplete:
Debug.Log($"Client {sceneEvent.ClientId} loaded {sceneEvent.SceneName}");
break;
case SceneEventType.LoadEventCompleted:
Debug.Log($"All clients loaded {sceneEvent.SceneName}");
break;
case SceneEventType.SynchronizeComplete:
Debug.Log($"Client {sceneEvent.ClientId} fully synchronized");
break;
}
}
}
Scene event types: OnLoad, OnUnload, OnSynchronize, OnLoadComplete, OnUnloadComplete, OnLoadEventCompleted, OnUnloadEventCompleted, OnSynchronizeComplete
Important: Do NOT start new scene events within scene event callbacks.
Unity Multiplayer Services (Relay, Lobby)
Full integration examples in
references/transport-layer.md
Unity Relay
Relay provides NAT punchthrough via cloud relay servers (no port forwarding needed). Requires UGS authentication.
Host flow: Create allocation, get join code, configure transport, start host. Client flow: Join allocation with code, configure transport, start client.
// Host: create relay and start
Allocation allocation = await RelayService.Instance.CreateAllocationAsync(maxPlayers);
string joinCode = await RelayService.Instance.GetJoinCodeAsync(allocation.AllocationId);
transport.SetRelayServerData(allocation.ToRelayServerData("dtls")); // "dtls" = encrypted UDP
NetworkManager.Singleton.StartHost();
// Client: join relay and connect
JoinAllocation join = await RelayService.Instance.JoinAllocationAsync(joinCode);
transport.SetRelayServerData(join.ToRelayServerData("dtls"));
NetworkManager.Singleton.StartClient();
Unity Lobby
Lobby provides session discovery and matchmaking. Store the Relay join code in lobby data.
// Create lobby with relay join code
_lobby = await LobbyService.Instance.CreateLobbyAsync(name, maxPlayers, new CreateLobbyOptions {
Data = new Dictionary<string, DataObject> {
{ "JoinCode", new DataObject(DataObject.VisibilityOptions.Member, relayJoinCode) }
}
});
// Query available lobbies
QueryResponse response = await Lobbies.Instance.QueryLobbiesAsync(new QueryLobbiesOptions {
Filters = new List<QueryFilter> {
new QueryFilter(QueryFilter.FieldOptions.AvailableSlots, "0", QueryFilter.OpOptions.GT)
}
});
// Join and extract relay code
Lobby lobby = await LobbyService.Instance.JoinLobbyByIdAsync(lobbyId);
string joinCode = lobby.Data["JoinCode"].Value;
// IMPORTANT: Send heartbeats every 15s or lobby expires
await LobbyService.Instance.SendHeartbeatPingAsync(lobby.Id);
Common Patterns
Player Spawning with Custom Prefab (Server-Side)
// In a NetworkBehaviour on the server:
NetworkManager.Singleton.OnClientConnectedCallback += (ulong clientId) => {
GameObject player = Instantiate(playerPrefab);
player.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientId);
};
Owner-Authoritative Movement
public class PlayerMovement : NetworkBehaviour
{
public NetworkVariable<Vector3> Position = new(writePerm: NetworkVariableWritePermission.Owner);
void Update()
{
if (!IsOwner) return;
// Note: Uses legacy Input for brevity. See unity-input for the new Input System.
Vector3 move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
transform.position += move * Time.deltaTime * 5f;
Position.Value = transform.position;
}
}
Server-Authoritative with Input RPCs
public class ServerAuthMovement : NetworkBehaviour
{
[Rpc(SendTo.Server)]
void MoveRpc(Vector3 input) { transform.position += input * Time.deltaTime * 5f; }
void Update()
{
if (!IsOwner) return;
MoveRpc(new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"))); // legacy Input; see unity-input
}
}
Anti-Patterns
-
Writing to NetworkVariable without authority -- Only the server (or owner with
WritePerm.Owner) can write. Client writes are silently ignored. -
Forgetting
IsOwnerchecks in Update -- Without owner checks, all clients run input logic, causing conflicting state. -
Using
InstantiatewithoutSpawn-- Objects created withInstantiatealone are local-only. Always callSpawn()on theNetworkObjectfor network visibility. -
Spawning from client code -- Only the server can spawn NetworkObjects. Clients must send an RPC to request spawning.
-
Heavy data in RPCs instead of NetworkVariables -- RPCs are fire-and-forget; late joiners miss them. Use NetworkVariables for persistent state.
-
Not unsubscribing from OnValueChanged -- Subscribe in
OnNetworkSpawn, unsubscribe inOnNetworkDespawnto prevent leaks. -
Starting scene events inside scene event callbacks --
NetworkSceneManagerforbids this; causes undefined behavior. -
Not sending Lobby heartbeats -- Lobbies expire without periodic
SendHeartbeatPingAsynccalls (every 15-30 seconds). -
Using
NetworkVariablefor frequent small updates -- For high-frequency data (position), preferNetworkTransformor custom serialization. -
Calling RPCs before
OnNetworkSpawn-- RPCs require the NetworkObject to be spawned. Defer toOnNetworkSpawn.
Key API Quick Reference
| Class | Key Members |
|---|---|
NetworkManager |
StartHost(), StartServer(), StartClient(), Shutdown(), Singleton, ConnectedClients, LocalClientId, SceneManager, ConnectionApprovalCallback |
NetworkObject |
Spawn(), SpawnWithOwnership(), SpawnAsPlayerObject(), Despawn(), ChangeOwnership(), NetworkShow(), NetworkHide(), NetworkObjectId, OwnerClientId, IsOwner, HasAuthority |
NetworkBehaviour |
OnNetworkSpawn(), OnNetworkDespawn(), OnGainedOwnership(), OnLostOwnership(), IsServer, IsClient, IsHost, IsOwner, IsSpawned, HasAuthority, RpcTarget |
NetworkVariable<T> |
.Value, OnValueChanged, ReadPerm, WritePerm, CheckDirtyState() |
NetworkList<T> |
Add(), Remove(), Insert(), Clear(), Count, OnListChanged |
NetworkSceneManager |
LoadScene(), UnloadScene(), OnSceneEvent |
[Rpc(SendTo.X)] |
Server, Owner, NotOwner, ClientsAndHost, Everyone, NotMe, Authority, SpecifiedInParams |
Related Skills
- unity-foundations -- Core Unity concepts, GameObjects, components, scene hierarchy
- unity-scripting -- C# scripting, MonoBehaviour lifecycle, coroutines
- unity-physics -- Physics systems; use
NetworkRigidbodyfor synced physics