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Gameplay Overview


Individual Networked GameObject

SWNetwork provides three components for synchronizing and updating individual GameObject states.

The agent components can be used independently.

  • RealTimeAgent.

  • RemoteEventAgent.

  • 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.