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Getting Started

Info

Networking is available in beta 82+

This guide walks through the shortest useful setup for trying the PlayMaker networking addon.

The first backend currently implemented is Netcode for GameObjects, so that is the backend used in this guide.

Alpha Workflow

Treat this as the current recommended setup path, not a final compatibility or production-readiness statement.

What You Install

For the current alpha workflow, install:

  • The PlayMaker Networking addon
  • The Networking Samples package
  • A backend implementation

The PlayMaker networking layer provides the PlayMaker-facing components and actions.
The backend addon connects those features to a specific networking runtime.

At the moment, the first backend implemented is Netcode for GameObjects.

The Networking Samples package gives you test scenes that are helpful for understanding the current workflow and for verifying whether a problem is in your project setup or in the addon itself.

Import the Networking Samples

Import the Networking Samples from Addons before building your own test scene.

Recommended approach:

  1. Open one of the networking sample scenes.
  2. Confirm the sample can start a host and connect a client.
  3. Identify the NetworkManager, the networked prefab, and the PlayMaker FSMs involved.
  4. Trace one simple flow such as spawning an object, sending an event, or syncing a variable.
  5. Copy that pattern into your own test scene only after the sample flow makes sense.

This usually gives you a faster path than building everything from scratch on the first pass.

Basic Scene Setup

  1. Create or open a test scene.
  2. Add a NetworkManager to the scene if one is not already present.
  3. Configure the NetworkManager for the backend you are using.
  4. Add any transport or backend-specific settings required by that backend.
  5. Create a simple player or test prefab that you want to spawn or synchronize.

If you already have a working backend scene or a PlayMaker networking sample scene, you can often start there and then add or adapt the PlayMaker networking pieces on top.

Add the PlayMaker Pieces

Once the backend is in place:

  1. Add a NetworkObject to each prefab that should exist on the network.
  2. Add a Netcode Object Proxy to the same prefab.
  3. Add an FSM that will send events, react to events, or sync variables.
  4. Add Network Variable Sync or Network Global Variable Sync components where needed.

First Goal for Testing

A good first test is:

  • Start host
  • Connect one client
  • Spawn one networked object
  • Send one network event
  • Sync one variable

If any of those steps are hard to explain in your project, that usually points to a setup or workflow gap worth tightening before you build more features on top.

Build a small scene with:

  • One NetworkManager
  • One networked prefab with a NetworkObject
  • One FSM that sends a test event
  • One synced FSM variable such as Health, Speed, or DisplayName

If the sample package already includes a close match, duplicate that scene and trim it down to the smallest version that still demonstrates the workflow you want to test.

Keep the scene as small as possible.
That makes it easier to tell whether a problem comes from networking setup or from gameplay logic.

Next Steps