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## Contributing Content
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Always cut branches from **master** branch.
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Always cut branches from **main** branch.
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See the [Contribution Guide](https://github.com/Unity-Technologies/com.unity.multiplayer.docs/wiki) to learn about writing and submitting content, our GitHub labels, and more. A [template file](https://github.com/Unity-Technologies/com.unity.multiplayer.docs/blob/master/docs/template.md) (/docs/template.md) is included in the repo to understand markdown formatting and options.
|[Install Unity Netcode](installation/installation.md)<br/>[Migration from UNet to Netcode](installation/migratingfromUNet.md)<br/>[Upgrade to Unity Netcode Package](installation/migratingfrommlapi.md)|[Get started with Netcode](../docs/tutorials/get-started-with-ngo.md)|[Boss Room](learn/bossroom/getting-started-boss-room.md)<br/>[Bite Size Samples](learn/bitesize/bitesize-introduction.md)<br/>[Dilmer's Tutorials](learn/dilmer/dilmer-video.md)|
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| Core Concepts | Debugging | Terminology and FAQs |
<figcaption>Server can invoke a client RPC on a Network Object. The RPC will be placed in the local queue and then sent to a selection of clients (by default this selection is "all clients"). When received by a client, RPC will be executed on the client's version of the same Network Object.</figcaption>
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<figcaption>Hosts can invoke client RPCs on `NetworkObjects`. If broadcasting to all clients, the RPC will be immediately invoked on the host and placed in the local queue. At the end of the frame, the client RPC will be sent to the remote clients. When a remote client receives the client RPC it's executed on the client's local cloned instance of the same `NetworkObject`.</figcaption>
<figcaption>Client can invoke a server RPC on a Network Object. The RPC will be placed in the local queue and then sent to the server, where it will be executed on the server version of the same Network Object.</figcaption>
<figcaption>Clients can invoke server RPCs on Client Hosts the same way they can invoke server RPCs on the regular servers: the RPC will be placed in the local queue and then sent to the Client Host, where it will be executed on the Client Host's version of the same Network Object.</figcaption>
<figcaption>When a server RPC is invoked by the Client Host, the RPC will be placed in a local queue and then executed on the Client Host after a short delay. The same happens for pure servers.</figcaption>
<figcaption>Client Hosts can invoke Client RPCs on Network Objects. The RPC will be placed in the local queue and then, after a short delay the client RPC will be executed on the Client Host, and sent to the other clients. When client RPC is received by the client - it's executed on the Client's version of the same Network Object.</figcaption>
<figcaption>A Client can invoke a server RPC on a `NetworkObject`. The RPC will be placed in the local queue and then sent to the server at the end of the frame. Upon receiving the server RPC, it's executed on the Server's instance of the same `NetworkObject`.</figcaption>
<figcaption>Clients can invoke server RPCs on Hosts exactly like they can on a Server: the RPC will be placed in the local queue and sent to the Host at the end of the frame. Upon receiving the server RPC, it will be executed on the Host's instance of the same `NetworkObject`.</figcaption>
<figcaption>Client can invoke a server RPC on a Network Object. The RPC will be placed in the local queue and then sent to the server, where it will be executed on the server version of the same Network Object.</figcaption>
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<figcaption>Server can invoke a client RPC on a Network Object. The RPC will be placed in the local queue and then sent to a selection of clients (by default this selection is "all clients"). When received by a client, RPC will be executed on the client's version of the same Network Object.</figcaption>
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