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Networking

Info

Networking is available in beta 82+

These guides cover the current alpha workflow for PlayMaker networking.

The first backend currently implemented is Netcode for GameObjects.

Alpha Docs

This section is intentionally workflow-focused rather than final API reference. Expect naming, inspector details, and some runtime behavior to evolve as the addon matures.

The current mental model looks like this:

  1. Install the Networking addon, the Networking Samples package, and a backend implementation.
  2. Add or use a NetworkManager in your scene.
  3. Add a NetworkObject to networked prefabs.
  4. Add a Netcode Object Proxy so PlayMaker can work with the networked object.
  5. Use Network Variable Sync or Network Global Variable Sync where you need state replication.
  6. Choose a sync direction, sync mode, and initial sync behavior that matches your gameplay needs.
  7. Use networking actions to start or stop sessions, send events, set variables, spawn or despawn objects, and check ownership rules.

The Networking Samples package is especially useful during alpha because it gives you test scenes to inspect, run, and simplify while you learn the workflow.


Guides

Getting Started

Install the addons, review the sample scenes, and get your first backend-based networked scene running.

Network Object Setup

Prepare prefabs with NetworkObject and Netcode Object Proxy so PlayMaker can address them correctly.

Sending Events Over the Network

Use network actions to trigger FSM events across the network.

Syncing FSM Variables

Replicate variables on a specific FSM using Network Variable Sync.

Syncing Global Variables

Share project-level state using Network Global Variable Sync.

Ownership and Server-Only FSMs

Choose where logic should run and how ownership affects writes and actions.

Known Alpha Limitations

Current gaps, caveats, and areas that may change before a stable release.