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:
NetworkObjectNetcode Object Proxy- One or more PlayMaker FSMs
Think of the setup this way:
NetworkObjectmakes the GameObject known to the backend networking system.Netcode Object Proxygives 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
- Create a prefab for the object you want to spawn or synchronize.
- Add a
NetworkObjectcomponent. - Add the
Netcode Object Proxycomponent. - Add or configure the FSM that should participate in networking.
- 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 Synccomponent 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