The Network component marks a game object (and its children) for synchronization across all players in a multiplayer session. When the component is attached, the position, rotation, scale, layer, and parent of the object, and of every child below it, are kept in sync between the host and the connected clients.

Networked objects and their children are owned by a single player. The owning player’s view of the object is authoritative: everyone else sees the latest state the owner sent. When no network session is active, the component does nothing.

See the Networking reference for the bigger picture on sessions, peers, and what is and isn’t replicated, and the Network action for how sessions are started and joined.

Owner Slot

Which player owns this game object and its children. The owner will send updates to the position, scale, rotation, and layer of the object to all other players.

  • Host (Player 0): The host owns this object and its children. The host should own objects that are not specific to any given player (e.g. NPCs, props, etc).
  • Player 1 through Player 7: the Nth client to join owns the object. For example, in a multiplayer game with player avatars, each avatar instance in the scene should be owned by a different player. Set Player 1’s avatar to Player 1, Player 2’s to Player 2, and so on.

Slots are stable for the duration of a session, even if other players join and leave. A player who owns Player 2 objects keeps owning them until the session ends.

Pro Tip

The Network component synchronizes the object it is on and all of its children. If the parent of a collection of objects has a Network compoinent, it’s not necessary to put components on the children.

What is not replicated

The Network component only synchronizes the placement of the objects in the world. Component fields, animation state, sounds, and other gameplay state are not synchronized. Use Network variables and lists (or Send Trigger with the Network Broadcast option) to share those between peers.