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  • SWNetwork SDK Overview
  • Installation
    • Custom Unity Package
  • Tutorials
    • Third-Person Shooter
      • Starter Project Introduction
      • Install SWNetwork
      • Setting up the NetworkClient
      • Sync Player Transform
      • Setting up the Scene Spawner
      • Test and Play
      • Remote Events
      • SyncProperties
      • Player Respawn
      • Updating Room States
      • Winning the Game
    • Basic Lobby
      • Lobby-start
      • Installing SWNetwork SDK and configuring NetworkClient
      • Registering Player
      • Room CRUD
      • Managing Teams
      • Chat
  • SDK
    • Network Client
      • Check-in
      • Game Servers
      • Network Status Event (beta)
      • Classes
        • NetworkClient Class
      • Methods
        • CheckIn() Method
        • ConnectToRoom(Action<bool>) Method
        • DisconnectFromRoom () Method
        • FindSpawner(ushort) Method
    • Game Play
      • Network ID
      • Realtime Agent
      • Remote Event
      • Sync Property
        • Restore Sync Properties
        • Conflict Resolution
      • SceneSpawner
      • RoomPropertyAgent
      • RoomRemoteEventAgent
    • Lobby
      • Register Player
      • Message Player
      • Create Room
      • Change Room Settings
      • Get Rooms
      • Filter Rooms
      • Join Room
      • Message Room
      • Get Players in Room
      • Get Room Custom Data
      • Change Room Custom Data
      • Kick Players
      • Start Room
      • Leave Room
      • Lobby Room Events
        • OnLobbyConnectedEvent
        • OnPlayerMessageEvent
        • OnRoomCustomDataChangeEvent
        • OnNewPlayerJoinRoomEvent
        • OnPlayerLeaveRoomEvent
        • OnNewRoomOwnerEvent
        • OnRoomStartingEvent
        • OnRoomReadyEvent
        • OnFailedToStartRoomEvent
        • OnKickedEvent
        • OnRoomMessageEvent
      • Classes
        • SWLobby Class
        • SWPlayer Class
        • SWRoom Class
        • SWRegisterReply Class
        • SWGetRoomReply Class
        • SWJoinRoomReply Class
        • SWGetRoomCustomDataReply Class
        • SWGetPlayersReply Class
        • SWLobbyIndexData Class
        • SWLobbyFilterData Class
        • SWGetRoomFilterReply Class
        • SWLobbyError Class
        • SWMessagePlayerEventData Class
        • SWMessageRoomEventData Class
        • SWRoomCustomDataChangeEventData Class
        • SWJoinRoomEventData Class
        • SWLeaveRoomEventData Class
        • SWRoomChangeOwnerEventData Class
        • SWStartRoomEventData Class
        • SWRoomReadyEventData Class
        • SWFailedToStartRoomEventData Class
      • Methods
        • Register(Action<bool, SWRegisterReply, SWLobbyError>) Method
        • MessagePlayer(string, string, Action<bool, SWLobbyError>) Method
        • CreateRoom(bool, int, Action<bool, string, SWLobbyError>) Method
        • ChangeRoomSettings(int, int, Action<bool, SWLobbyError>) Method
        • GetRooms(int, int, Action<bool, SWGetRoomReply, SWLobbyError>) Method
        • FilterRoom(SWLobbyFilterData, byte, Action<bool, SWGetRoomFilterReply, SWLobbyError>) Method
        • JoinRoom(string, Action<bool, SWJoinRoomReply, SWLobbyError>) Method
        • JoinRoomRandomly(Action<bool, SWJoinRoomReply, SWLobbyError>) Method
        • JoinOrCreateRoom(bool, int, int, Action<bool, SWJoinRoomReply, SWLobbyError>) Method
        • MessageRoom(string, Action<bool, SWLobbyError>) Method
        • GetRoomCustomData(Action<bool, SWGetRoomCustomDataReply, SWLobbyError>) Method
        • GetPlayersInRoom(Action<bool, SWGetPlayersReply, SWLobbyError>) Method
        • ChangeRoomCustomData(string, Action<bool, SWLobbyError>) Method
        • StartRoom(Action<bool, SWLobbyError>) Method
        • LeaveRoom(Action<bool, SWLobbyError>) Method
  • Open Source Software Used
    • Credits
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  • Compression
  • Restore
  • Transform
  • Animation
  • Generic

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  1. SDK
  2. Game Play

Realtime Agent

For synchronizing frequently updated GameObject States

PreviousNetwork IDNextRemote Event

Last updated 4 years ago

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Realtime Agent Sends state changes of local player controlled GameObjects to SocketWeaver Game Servers.The changes are then distributed to the remote duplicates across different Network.

Realtime Agent sends GameObject States across the network at a fixed rate. The frequency can be set on the SocketWeaver Developer portal.

Realtime Agent sends GameObject states unreliably. Each state change is useful, however, as the state changes frequently, it is likely to be replaced by a newer value quickly. If you want reliable state synchronization, Sync Property Agent is designed for that use.

Compression

Realtime Agent automatically compresses the values to minimize bandwidth usage. You should adjust the Min, Max, and Resolution settings to optimize the compression for your game further.

Restore

By default, RealTime Agent restores GameObjects states when clients reconnect to the game.

Transform

Synchronizes GameObject Transform.

Name

Function

Enable

Controls whether Transform sync is enabled

Interpolate

Controls the interpolation of rotation and scale updates. The larger the number the faster the GameObject interpolates to the target rotation and scale.

Smooth Level

Controls the smoothness of position updates. The larger the number the smoother the GameObject moves to the target position. However, a larger smooth level will affect the GameObjects responsiveness.

Snap Distance

Controls the maximum displacement allowed to apply smooth algorithm. If the displacement between two position updates is greater than the Snap distance, the smooth algorithm will be skipped, and the GameObject will snap to the new position.

External Freeze

Controls how long in seconds the position tracking will be disabled on the remote copies when external position changes are detected.

Read Function

Controls in which function the remote duplicates will read the position updates.

If the GameObject is moved by Physics, set the Read Function to Fixed Update.

Animation

Synchronizes GameObject Animation parameters

Name

Function

Enable

Controls whether Animation sync is enabled

Target Animator

The Animator being synchronized. You need to drag the Animator Component of the GameObject into this field.

Generic

Synchronizes public fields of any components

Name

Function

Enabled

Controls whether the Generic tracker is enabled

Display Name

Only used in Unity Editor

Target

The component to be synchronized

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