In-Scene Objects

If a networked object already exists in the scene at the start of the game (i.e. not spawned at runtime), it's important to mark it as an “In-Scene Object”. Failing to do so can cause ObjectNet to mistakenly treat it as a runtime-spawned object, leading to duplicate instances on other clients and eventual desynchronization.

Each in-scene object must have a unique Network ID. ObjectNet relies on this ID to distinguish between networked objects. If two objects share the same ID, you may encounter unpredictable behavior and synchronization errors.

Last updated