Migrating from UNet to Netcode for GameObjects
UNet is deprecated and no longer supported. Follow this guide to migrate from UNet to Netcode for GameObjects. If you need help, contact us in the Unity Multiplayer Networking Discord.
Comparison between Netcode for GameObjects and UNet
There are some differences between UNet and Netcode for GameObjects that you should be aware of as part of your migration:
- Naming constraints may cause issues. UNet prefixed methods with
Cmd
orRpc
, whereas Netcode requires postfix. This may require either complicated multi-line regex to find and replace, or manual updates. For example,CommandAttribute
has been replaced withRpcAttribute(SendTo.Server)
andClientRPCAttribute
has been replaced withRpcAttribute(SendTo.NotServer)
orRpcAttribute(SendTo.ClientsAndHost)
, depending on whether you want the host client to receive the RPC. - Errors for RPC postfix naming patterns don't show in your IDE.
- Client and server have separate representations in UNet. UNet has a number of callbacks that don't exist in Netcode for GameObjects.
- Prefabs need to be added to the Prefab registration list in Netcode for GameObjects.
- Matchmaking isn't available in Netcode for GameObjects at this time.
Back p your project
It's strongly recommended that you back up your existing UNet project before migration. You can do one or both of the following:
- Create a copy of your entire project folder.
- Use source control software, like Git.
Install Netcode for GameObjects and restart Unity
Follow the installation guide to install Netcode for GameObjects.
Installing Netcode for GameObjects also installs some other packages such as Unity Transport, Unity Collections, and Unity Burst.
RPC Invoking
Invoking an RPC works the same way as in UNet. Just call the function and it will send an RPC.
Replace NetworkIdentity with NetworkObject
UNet’s NetworkIdentity
is called NetworkObject
in Netcode for GameObjects and works in a similar way.
Replace UNet NetworkTransform with Netcode NetworkTransform
UNet’s NetworkTransform
is also called NetworkTransform
in Netcode for GameObjects and works in a similar way.
NetworkTransform
doesn't have full feature parity with UNET's NetworkTransform
. It lacks features like position synchronizing for rigid bodies.
Replace UNet NetworkAnimator with Netcode NetworkAnimator
Replace UNet's NetworkAnimator
with Netcode for GameObjects' NetworkAnimator
component everywhere in your project.
Update NetworkBehaviour
Replace UNet NetworkBehaviour
with Netcode for GameObjects' NetworkBehaviour
everywhere in your project.
- UNET Example
- Netcode for GameObjects Example
public class MyUnetClass : NetworkBehaviour
{
[SyncVar]
public float MySyncFloat;
public void Start()
{
if (isClient)
{
CmdExample(10f);
}
else if (isServer)
{
RpcExample(10f);
}
}
[Command]
public void CmdExample(float x)
{
Debug.Log(“Runs on server”);
}
[ClientRpc]
public void RpcExample(float x)
{
Debug.Log(“Runs on clients”);
}
}
public class MyNetcodeExample : NetworkBehaviour
{
public NetworkVariable<float> MyNetworkVariable = new NetworkVariable<float>();
public override void OnNetworkSpawn()
{
ExampleClientRpc(10f);
ExampleServerRpc(10f);
}
[Rpc(SendTo.Server)]
public void ExampleServerRpc(float x)
{
Debug.Log(“Runs on server”);
}
[Rpc(SendTo.ClientsAndHost)]
public void ExampleClientRpc(float x)
{
Debug.Log(“Runs on clients”);
}
}
See NetworkBehaviour for more information.
Replace SyncVar
Replace SyncVar
with NetworkVariable
everywhere in your project.
To achieve equivalent functionality to SyncVar
, hooks in Netcode for GameObjects subscribe a function to the OnValueChanged
callback of the NetworkVariable
. A notable difference between UNet hooks and Netcode for GameObjects' OnValueChanged
callback is that Netcode for GameObjects gives you both the old and the newly changed value, while UNet only provides you with the old value. With UNet, you also had to manually assign the value of the SyncVar
.
- UNET Example
- Netcode for GameObjects Example
public class SpaceShip : NetworkBehaviour
{
[SyncVar]
public string PlayerName;
[SyncVar(hook = "OnChangeHealth"))]
public int Health = 42;
void OnChangeHealth(int newHealth){
Health = newHealth; //This is no longer necessary in Netcode.
Debug.Log($"My new health is {newHealth}.");
}
}
// Don't forget to initialize NetworkVariable with a value.
public NetworkVariable<string> PlayerName = new NetworkVariable<string>();
public NetworkVariable<int> Health = new NetworkVariable<int>(42);
// This how you update the value of a NetworkVariable, you can also use .Value to access the current value of a NetworkVariable.
void MyUpdate()
{
Health.Value += 30;
}
void Awake()
{
// Call this is in Awake or Start to subscribe to changes of the NetworkVariable.
Health.OnValueChanged += OnChangeHealth;
}
void OnChangeHealth(int oldHealth, int newHealth){
//There is no need anymore to manually assign the value of the variable here with Netcode. This is done automatically by Netcode for you.
Debug.Log($"My new health is {newHealth}. Before my health was {oldHealth}");
}
Replace all postfix increment and decrement usages of SyncVar in your project. Netcode's NetworkVariable.Value
exposes a value type that's why postfix increment/decrement isn't supported.
- UNET Example
- Netcode for GameObjects Example
public int Health = 42;
public void Update(){
Health++;
}
public NetworkVariable<int> Health = new NetworkVariable<int>(42);
public void Update(){
Health.Value = Health.Value + 1;
}
See NetworkVariable for more information.
Replace SyncList
with NetworkList
Replace SyncList<T>
with NetworkList<T>
everywhere in your project. NetworkList
has an OnListChanged
event which is similar to UNet's Callback
.
- UNET Example
- Netcode for GameObjects Example
public SyncListInt m_ints = new SyncListInt();
private void OnIntChanged(SyncListInt.Operation op, int index)
{
Debug.Log("list changed " + op);
}
public override void OnStartClient()
{
m_ints.Callback = OnIntChanged;
}
NetworkList<int> m_ints = new NetworkList<int>();
// Call this is in Awake or Start to subscribe to changes of the NetworkList.
void ListenChanges()
{
m_ints.OnListChanged += OnIntChanged;
}
// The NetworkListEvent has information about the operation and index of the change.
void OnIntChanged(NetworkListEvent<int> changeEvent)
{
}
Replace Command/ClientRPC
UNet's Command/ClientRPC
is replaced with Server/ClientRpc
in Netcode for GameObjects, which works in a similar way.
- UNET Example
- Netcode for GameObjects Example
[Command]
public void CmdExample(float x)
{
Debug.Log(“Runs on server”);
}
[ClientRpc]
public void RpcExample(float x)
{
Debug.Log(“Runs on clients”);
}
[Rpc(SendTo.Server)]
public void ExampleServerRpc(float x)
{
Debug.Log(“Runs on server”);
}
[Rpc(SendTo.ClientsAndHost)]
public void ExampleClientRpc(float x)
{
Debug.Log(“Runs on clients”);
}
In Netcode for GameObjects, RPC function names must end with an Rpc
suffix.
See Messaging System for more information.
Replace OnServerAddPlayer
Replace OnServerAddPlayer
with ConnectionApproval
everywhere in your project.
- UNET Example
- Netcode for GameObjects Example
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.NetworkSystem;
class MyManager : NetworkManager
{
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId, NetworkReader extraMessageReader)
{
if (extraMessageReader != null)
{
var s = extraMessageReader.ReadMessage<StringMessage>();
Debug.Log("my name is " + s.value);
}
OnServerAddPlayer(conn, playerControllerId, extraMessageReader);
}
}
Server-only example:
using Unity.Netcode;
private void Setup()
{
NetworkManager.Singleton.ConnectionApprovalCallback += ApprovalCheck;
NetworkManager.Singleton.StartHost();
}
private void ApprovalCheck(byte[] connectionData, ulong clientId, NetworkManager.ConnectionApprovedDelegate callback)
{
//Your logic here
bool approve = true;
bool createPlayerObject = true;
// The Prefab hash. Use null to use the default player prefab
// If using this hash, replace "MyPrefabHashGenerator" with the name of a Prefab added to the NetworkPrefabs field of your NetworkManager object in the scene
ulong? prefabHash = NetworkpawnManager.GetPrefabHashFromGenerator("MyPrefabHashGenerator");
//If approve is true, the connection gets added. If it's false. The client gets disconnected
callback(createPlayerObject, prefabHash, approve, positionToSpawnAt, rotationToSpawnWith);
}
See Connection Approval for more information.
Replace NetworkServer.Spawn with NetworkObject.Spawn
Replace NetworkServer.Spawn
with NetworkObject.Spawn
everywhere in your project.
- UNET Example
- Netcode for GameObjects Example
using UnityEngine;
using UnityEngine.Networking;
public class Example : NetworkBehaviour
{
//Assign the Prefab in the Inspector
public GameObject m_MyGameObject;
GameObject m_MyInstantiated;
void Start()
{
//Instantiate the prefab
m_MyInstantiated = Instantiate(m_MyGameObject);
//Spawn the GameObject you assign in the Inspector
NetworkServer.Spawn(m_MyInstantiated);
}
}
GameObject go = Instantiate(myPrefab, Vector3.zero, Quaternion.identity);
go.GetComponent<NetworkObject>().Spawn();
See Object Spawning for more information.
Custom Spawn Handlers
Netcode has Custom Spawn Handlers
to replace UNet's Custom Spawn Functions
. See Object Pooling for more information.
Replace NetworkContextProperties
Netcode has IsLocalPlayer
, IsClient
, IsServer
, and IsHost
to replace UNet's isLocalPlayer
, isClient
, and isServer
. In Netcode for GameObjects, each object can be owned by a specific peer. This can be checked with IsOwner
, which is similar to UNet's hasAuthority
.
NetworkProximityChecker
, OnCheckObserver
and network visibility
Netcode for GameObjects doesn't have direct equivalents for the following UNet components and functions:
NetworkPromimityChecker
component. Network visibility for clients works similar as in UNet.ObjectHide
message. In Netcode for GameObjects, networked objects on the host are always visible.OnSetLocalVisibility
function. A manual network proximity implementation with theOnCheckObserver
can be ported to Netcode for GameObjects by usingNetworkObject.CheckObjectVisibility
.OnRebuildObservers
isn't needed for the Netcode for GameObjects' visibility system.
- UNET Example
- Netcode for GameObjects Example
public override bool OnCheckObserver(NetworkConnection conn)
{
return IsvisibleToPlayer(getComponent<NetworkIdentity>(), coon);
}
public bool IsVisibleToPlayer(NetworkIdentity identity, NetworkConnection conn){
// Any promimity function.
return true;
}
public void Start(){
NetworkObject.CheckObjectVisibility = ((clientId) => {
return IsVisibleToPlayer(NetworkObject, NetworkManager.Singleton.ConnectedClients[clientId]);
});
}
public bool IsVisibleToPlayer(NetworkObject networkObject, NetworkClient client){
// Any promimity function.
return true;
}
See Object Visbility to learn more about Netcodes network visiblity check.
Update scene management
In Netcode for Gameobjects, scene management isn't done using the NetworkManager
like in UNet. The NetworkSceneManager
provides equivalent functionality for switching scenes.
- UNET Example
- Netcode for GameObjects Example
public void ChangeScene()
{
MyNetworkManager.ServerChangeScene("MyNewScene");
}
public void ChangeScene()
{
NetworkSceneManager.LoadScene("MyNewScene", LoadSceneMode.Single);
}
Update ClientAttribute/ClientCallbackAttribute
and ServerAttribute/ServerCallbackAttribute
Netcode for GameObjects currently doesn't offer a replacement for marking a function with an attribute so that it only runs on the server or the client. You can manually return out of the function instead.
- UNET Example
- Netcode for GameObjects Example
[Client]
public void MyClientOnlyFunction()
{
Debug.Log("I'm a client!");
}
public void MyClientOnlyFunction()
{
if (!IsClient) { return; }
Debug.Log("I'm a client!");
}
Replace SyncEvent
with an RPC event
Netcode for GameObjects doesn't provide an equivalent for SyncEvent
. To port SyncEvent
code from UNet to Netcode for GameObjects, send an RPC to invoke the event on the other side.
- UNET Example
- Netcode for GameObjects Example
public class DamageClass : NetworkBehaviour
{
public delegate void TakeDamageDelegate(int amount);
[SyncEvent]
public event TakeDamageDelegate EventTakeDamage;
[Command]
public void CmdTakeDamage(int val)
{
EventTakeDamage(val);
}
}
public class DamageClass : NetworkBehaviour
{
public delegate void TakeDamageDelegate(int amount);
public event TakeDamageDelegate EventTakeDamage;
[Rpc(SendTo.Server)]
public void TakeDamageServerRpc(int val)
{
EventTakeDamage(val);
OnTakeDamageClientRpc(val);
}
[Rpc(SendTo.ClientsAndHost)]
public void OnTakeDamageClientRpc(int val){
EventTakeDamage(val);
}
}
Network Discovery
Netcode for GameObjects doesn't provide Network Discovery. The Contributions repository provides an example implementation for NetworkDiscovery.
Next steps
After migrating to the Netcode for GameObjects package, you can review the following for what to do next:
- Consider using the Hello World and Golden Path series to learn some basics of Netcode for GameObjects.
- Explore the educational samples content for a deeper exploration into Netcode for GameObjects: