Skip to content

Network Object Setup

Alpha Workflow

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

Before PlayMaker can send events to an object or sync state for it, that object needs to be part of the networked world.

Core Components

For a typical networked prefab, add:

  • NetworkObject
  • Netcode Object Proxy
  • One or more PlayMaker FSMs

Think of the setup this way:

  • NetworkObject makes the GameObject known to the backend networking system.
  • Netcode Object Proxy gives the PlayMaker networking layer a way to work with that backend object.
  • The FSM contains the gameplay logic you want to trigger or synchronize.

Typical Prefab Workflow

  1. Create a prefab for the object you want to spawn or synchronize.
  2. Add a NetworkObject component.
  3. Add the Netcode Object Proxy component.
  4. Add or configure the FSM that should participate in networking.
  5. If the FSM state needs replication, add the appropriate sync component as well.

What Belongs on the Same GameObject

In most cases, keep these on the same GameObject:

  • The FSM you want to network
  • The NetworkObject
  • The Netcode Object Proxy
  • The Network Variable Sync component for that FSM

This keeps the relationship clear and reduces ambiguity about which object owns the replicated state.

Scene Objects vs Spawned Prefabs

You can apply the same mental model to both:

  • Scene objects that already exist when the scene loads
  • Spawned prefabs created at runtime

The main question is not where the object came from, but whether it has the networking components it needs before network actions try to use it.

Practical Check

When a network action does not seem to target the object you expect, verify:

  • The object has a NetworkObject
  • The object has a Netcode Object Proxy
  • The FSM is on the intended object
  • The object was created or registered through the expected NGO workflow

Next Steps