Module Experimental Components

Networking

PlayerSync

This component instantiates an asset for each player that joins a networked room. The asset will be destroyed when the player leaves the room. The asset should have a PlayerState component, and can have other components like SyncedTransform, custom components, etc.

Other

PlayerStateEvent

Enum defining events that can be triggered by PlayerState

PlayerState

Represents a player instance in the networked environment. Handles ownership, synchronization, and lifecycle management of player objects.

PlayerStateOwnerChangedArgs

Arguments passed when a PlayerState's owner changes

PlayerStateEventCallback

Callback type for PlayerState events