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How to use NetworkVariables in Netcode - Unity 6 Tutorial - Part 3

Sunny Valley Studio Mar 2, 2026 19:56
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Learn how to make a Multiplayer game in Unity 6.3 using Netcode for GameObjects package. In this video we will learn about synchronizing game state using NetworkVariables. We'll explore how to handle shared objects like tools in a multiplayer environment and understand the difference between NetworkVariables and RPCs. This will help us build a solid foundation for interactive objects that work correctly for both connected clients and late-joiners. In this episode we will: - Understand when to use NetworkVariables vs RPCs for synchronization - How to use NetworkVariables to store objects availability - Learn about the OnValueChanged event for real-time updates - Handle late-join synchronization in OnNetworkSpawn - Set up the foundation for pickable tools and resources ····· Links ··············································································· Starter Project: https://www.patreon.com/posts/multiplayer-in-6-151714200 End Project: https://www.patreon.com/posts/multiplayer-in-151702183 Scripts: https://github.com/SunnyValleyStudio/multiplayer-basics-unity6-coop-harvest-game Outline tutorial: https://youtube.com/shorts/FyEiPibJuRU?si=eQzi7xt_ASV2VLro Learn more from my courses: https://courses.sunnyvalleystudio.com/ ····· Get in touch ··············································································· 𝗛𝗮𝘃𝗲 𝗮𝗻𝘆 𝗾𝘂𝗲𝘀𝘁𝗶𝗼𝗻𝘀? 𝗝𝗼𝗶𝗻 𝘁𝗵𝗲 𝗱𝗶𝘀𝗰𝗼𝗿𝗱! https://discord.gg/RQEtYHz 𝗣𝗟𝗘𝗔𝗦𝗘 support the channel: https://www.patreon.com/sunnyvalleystudio ····· Chapters ···············································································
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#unity 6 networkvariables #unity 6 rpc #How to use NetworkVariables in Netcode - Unity 6 Tutorial - Part 3 #synchronization of multiplayer in unity 6 #handling late joining clients in netcode #onnetworkspawn in netcode #networkvariable onvaluechanged event