Gameplay Overview¶
Individual Networked GameObject¶
SWNetwork provides three components for synchronizing and updating individual GameObject states.
The agent components can be used independently.
-
RealTimeAgent.
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RemoteEventAgent.
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SyncPropertyAgent.
RealtimeAgent¶
RealTimeAgent is useful for synchronizing GameObject states that are constantly changing. For example, position, rotation, and Animation.
RemoteEventAgent¶
When a player casts a spell, all the remote duplicates of the player should cast the same spell. The RemoteEventAgent is designed to handle this use case.
SyncPropertyAgent¶
SyncPropertyAgent is often used to synchronize GameObject states that are not modified frequently. For example, a player's costumes, weapon, and HP.
Room Level States¶
SWNetwork also provides three components to manage room level states.
You must create separate GameObjects for different room agent components.
- SceneSpawner
- RoomPropertyAgent
- RoomRemoteEventAgent
SceneSpawner¶
Manages instantiation and destroy of Networked GameObjects.
RoomPropertyAgent¶
RoomPropertyAgent is similar to SyncPropertyAgent, the difference is that RoomPropertyAgent updates room level states.
RoomRemoteEventAgent¶
RoomRemoteEventAgent is similar to RemoteEventAgent, the difference is that RoomRemoteEventAgent synchronizes room level actions.