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2 changes: 1 addition & 1 deletion docs/advanced-topics/messaging-system.md
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Expand Up @@ -52,7 +52,7 @@ See the following pages for more information:
There is also some additional design advice on RPC's and some usage examples on the following pages:

- [RPC vs NetworkVariable](../learn/rpcvnetvar.md)
- [RPC vs NewtorkVariables Examples](../learn/rpcnetvarexamples.md)
- [RPC vs NetworkVariables Examples](../learn/rpcnetvarexamples.md)

:::note Migration and Compatibility
See [RPC Migration and Compatibility](message-system/rpc-compatibility.md) for more information on updates, cross-compatibility, and deprecated methods for Unity RPC.
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2 changes: 1 addition & 1 deletion docs/basics/networkobject.md
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Expand Up @@ -102,7 +102,7 @@ NetworkManager.Singleton.ConnectedClients[clientId].PlayerObject;
To find your own player object just pass `NetworkManager.Singleton.LocalClientId` as the clientId in the sample above.

### Network Prefabs
Network prefabs (NetworkPrefabs) are prefabs that contain a GameObject with a `NetworkObject` component. As an example, if you wanted to create a prefab to be the default player prefab, then you would create a prefab that at the root GameObject included a `NetworkObject` component and any additional player specific `NetworkBehabiour` components. You can then assign that prefab to the `NetworkManager` Player Prefab property to be used when a player is connected and approved. Each connected player will have a unique instance spawned on all connected clients (including the server).
Network prefabs (NetworkPrefabs) are prefabs that contain a GameObject with a `NetworkObject` component. As an example, if you wanted to create a prefab to be the default player prefab, then you would create a prefab that at the root GameObject included a `NetworkObject` component and any additional player specific `NetworkBehaviour` components. You can then assign that prefab to the `NetworkManager` Player Prefab property to be used when a player is connected and approved. Each connected player will have a unique instance spawned on all connected clients (including the server).

:::note
You can only have one `NetworkObject` at the root of a prefab. This means do not create prefabs with nested `NetworkObjects`!
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2 changes: 1 addition & 1 deletion docs/components/networktransform.md
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Expand Up @@ -56,7 +56,7 @@ To add the Multiplayer Samples Utilities package:

- Open the Package Manager by selecting Window > Package Manager.
- Select the plus button (+) > Add from git URL....
- Copy and paste the following Git URL: https://github.com/Unity-> Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#main
- Copy and paste the following Git URL: `https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#main`
- Select Add.

Optionally, you can directly add this line to your `manifest.json` file:
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