Data Transfer
There are three primary means of transporting data between Peers in Fusion.
- Networked Properties - Properties of a
NetworkBehaviour
with the[Networked]
attribute represent State, and will automatically replicate their values from the State Authority Peer to all other Peers. See Networked Properties. - Remote Procedure Calls - Calling a methods of a
NetworkBehaviour
which has the [Rpc] attribute will execute that method on other Peers in the Room. This is fundamentally a message wrapper. See Remote Procedure Calls. - Player Input - (Only relevant to Server Client Mode, not used in Shared Server Mode). Input collected every tick with the
INetworkRunnerCallbacks.OnInput()
is replicated to the server. These inputs are stored in a buffer, and are used in each Tick Simulation. Inputs are acquired with theGetInput()
method inside ofFixedUpdateNetwork()
, which returns the Inputs that were supplied by that Network Object's State Authority. See Player Input.