The Network action starts, joins, or ends a multiplayer session. It is the only action a game needs to set up networking — everything else (replication, ownership, late-join state transfer) is handled automatically once a session is running.

See the Networking reference for the bigger picture on sessions, transports, and what is and isn’t replicated.

Mode

What the action does when it runs.

  • Host: Open a session on the local machine and become slot 0 (the host). Other players can connect to this session.
  • Join: Connect to an existing session as a client. Connections are generally handled by the host platform (e.g. Steam invites).
  • Leave: Disconnect from the current session. If the host leaves, every client’s session ends too.
  • Accept Invite: For platforms that surface invites from outside the game (Steam’s “Join Game” button on a friends list, etc.). Joins the session indicated by the invite.
  • Show Platform Invite UI: Opens the host platform’s native invite picker so the user can choose friends to invite to the current session. Only meaningful when the platform supports it (e.g. Steam).

Port

Visible only in Host mode. The UDP port the host listens on for incoming connections. Defaults to 5000. Any port above 1024 can be used.