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NetworkTransform

The NetworkTransform component synchronizes the position, rotation, and scale of game objects across the network.

Component Types

NetworkTransform provides two types:

  • NetworkTransformReliable: High bandwidth, normal latency.
  • NetworkTransformUnreliable: Low bandwidth, very low latency.
note

It is recommended to use NetworkTransformReliable unless you specifically need very low latency.

Basic Setup

To use the NetworkTransform component, the NetworkIdentity component is required.

Synchronization Settings

You can control how the game object’s transform is synchronized by setting the following options in the Inspector.

Selective Sync

Choose which transform properties of the game object to synchronize over the network.

  • Sync Position
    • true: The game object’s position is synchronized over the network.
    • false: Position synchronization is disabled, and local position changes will not be sent to other clients.
  • Sync Rotation
    • true: The game object’s rotation is synchronized over the network.
    • false: Rotation synchronization is disabled, and local rotation changes will not be sent to other clients.
  • Sync Scale
    • true: The game object’s scale is synchronized over the network.
    • false: Scale synchronization is disabled, and local scale changes will not be sent to other clients.

Interpolation

Controls smooth transitions between received transform values.

  • Interpolate Position
    • true: Position changes are smoothly interpolated.
    • false: Position changes are applied instantly.
  • Interpolate Rotation
    • true: Rotation changes are smoothly interpolated.
    • false: Rotation changes are applied instantly.
  • Interpolate Scale
    • true: Scale changes are smoothly interpolated.
    • false: Scale changes are applied instantly.
note
  • It is advisable not to change Selective Sync settings during runtime.
  • Generally, sync Position and Rotation, and only enable Scale when necessary.
  • For smooth movement, it is recommended to enable Interpolation for both Position and Rotation. :::

Coordinate Space

Set the coordinate system for transform synchronization.

  • Local

    • Uses a relative coordinate system based on the parent object.
    • Useful when the object is a child of another object.
    • The synchronization happens relative to the parent’s movement.
  • World

    • Uses absolute positions based on the world coordinate system.
    • Suitable for independent objects that move on their own.
    • They are synchronized in absolute positions, regardless of any parent object.