Any property on your Entity, EntityComponent or BaseNetworkable can be networked (synced from server to client).
[Net] attribute makes it networked.
partialin order to work properly.
This is because codegen adds a supporting class in another file.
The properties can also be predicted.
This changes two things:
- The variable is backed up and restored properly by the prediction system
- You can change the value clientside
You can make your networked property Local too, meaning it'll only be sent to the owner of the entity. This is useful if the data is only useful to the controlling client, or for anti-cheat reasons you wouldn't want other players to see the value.
|float, int, bool, byte, long, short||Any built in value type will work|
|Vector2, Vector3, Rotation, Angles, Transform||Supported|
|Structs||only structs containing unmanaged types|
|Classes||Must be derived from BaseNetworkable|
|Entity||Supported (If the Entity isn't transmitted it will be invalid clientside)|
|Material||Supported as reference, must already be loaded on client|
|Model||Supported as reference, must already be loaded on client|
|Custom Asset (Surface, Decal, Sound)||Supported as reference|
|IList<T>||Where T is any supported network type|
|IDictionary<TKey, TVal>||Where TKey, TVal are any supported network type.
Additionally TVal can be
If you want to transmit a struct it needs to be plain old data. It should contain no strings, no classes, no lists, no entities.
Either of the above are valid.
By deriving a class from BaseNetworkable you'll be able to sync that using
[Net] too. It has a few characteristics that you should know about.
- You can derive from the class and it'll create the right class on the client.
- Marking properties as Predicted or Local won't do anything - you can only use them when networking the whole thing.
An example usage of BaseNetworkable is to provide things like Camera. By networking a Camera class on a var, we allow the server to set the camera class directly and configure its variables. The server can set the
Pawn.Camera to a
new FirstPersonCamera and the client will receive that variable and create that class, like magic. This adds a lot of versatility to these kinds of systems.
If there is something you can't do with [Net] attributes alone, you can implement your own network serializer.
When using INetworkSerializer this will override the default behavior of network tables, meaning any properties marked as [Net] will not be automatically replicated for you.
When you mark an
IList with [Net] codegen will implement it transparently as an
With that comes a few behaviors:
- It will never be null
- Setting it to null will just clear the list
- Setting it to another List will copy from that list
- Further changes to the original list won't apply to the Networked List
BaseNetworkablethen you cannot exchange them between networked lists
Resources such as Materials and Models are able to be replicated, with these conditions:
- Resource should already be precached on the client
- Loaded from disk (needs to be filename match)
Under the hood they're networked as a hash of the filename.
Custom Assets (decals, surfaces, sounds) that are loaded from disk should be fully compatible.
Since they're lightweight, all Custom Assets are loaded from disk on startup, which makes networking them a lot simpler. Under the hood they use the exact same system as Materials and Models to transmit, but since they're all loaded already you shouldn't run into the same worries about precaching.