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
Recommended Testing Pass
Before depending on a workflow, try these checks:
- Start a host and connect a client.
- Spawn a networked prefab with a
NetworkObjectandNetcode Object Proxy. - Send a network event and confirm the receiving FSM transitions.
- Sync one FSM variable and confirm the intended side drives the value.
- Sync one global variable and confirm all peers observe the same value.
- 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.