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Known Alpha Limitations

Info

Networking is available in beta 82+

This section is intentionally explicit.
The networking addon is usable for testing and early adoption, but it is not documented here as a finished 1.0 networking reference.

Areas Still Expected to Change

The following areas should be treated as alpha:

  • Bidirectional sync semantics
  • Security and authority expectations for client-to-server writes
  • Exact supported Netcode for GameObjects version range
  • Whether variable sync should rely on stable internal binding IDs
  • Late join behavior and known limitations
  • Remote failure reporting and debugging ergonomics

What This Means in Practice

For now, you should:

  • Prefer small prototype scenes before integrating deeply into production gameplay
  • Keep authority rules simple and explicit
  • Test host, client, reconnect, and respawn flows early
  • Expect some inspector details, component behavior, or action naming to change

Before depending on a workflow, try these checks:

  1. Start a host and connect a client.
  2. Spawn a networked prefab with a NetworkObject and Netcode Object Proxy.
  3. Send a network event and confirm the receiving FSM transitions.
  4. Sync one FSM variable and confirm the intended side drives the value.
  5. Sync one global variable and confirm all peers observe the same value.
  6. Disconnect and reconnect to see whether the initial state still matches your expectations.

Good Feedback Signals

During alpha, the most valuable feedback often looks like this:

  • "This took too many components to explain."
  • "I could not tell which side owned this write."
  • "I was not sure whether this should be an event or a variable sync."
  • "I could not easily see why a remote action failed."

If a workflow is hard to explain, that usually means the API, editor UX, or documentation needs work.

Scope of These Docs

These guides focus on the current user mental model:

  • Install the networking layer and backend
  • Set up NetworkManager
  • Add NetworkObject
  • Add Netcode Object Proxy
  • Use variable sync components
  • Choose direction, mode, and initial sync
  • Use network actions for control flow and object lifecycle

That scope should make the addon easier to test now without overcommitting to details that may still change.