PurrNet
  • 🐈Introduction
    • ‼️Unique to PurrNet
    • 💲Pricing
    • 💻Compatibility
    • 📚Addon library
    • 🗺️Roadmap
    • 🏎️Performance
      • RPC Benchmarks
      • Network Transform benchmarks
    • 🥰Support PurrNet
  • 🏁Getting Started
    • Installation
    • Minimal Setup
    • Converting to PurrNet
      • Converting from Mirror
      • Converting from FishNet
  • 📚Simple Guides
    • Easy Multiplayer Physics (input Sync)
  • 🖥️Systems and modules
    • Network Manager
      • Network Rules
      • Network Prefabs
      • Network Visibility
        • Distance condition
      • Authentication
    • Transports
      • Composite Transport
      • UDP Transport
      • Web Transport
      • Local Transport
      • Steam Transport
      • Purr Transport
      • Simulating latency
    • Network Identity
      • Ownership
      • Spawning & Despawning
      • NetworkBehaviour
      • Don't destroy on load
    • Network Modules
      • Common Pitfalls
      • Sync Types
        • SyncVar
        • SyncList
        • SyncArray
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        • SyncDictionary
        • SyncEvent
        • SyncHashset
        • SyncTimer
        • SyncInput
    • Remote Procedure Calls
      • Generic RPC
      • Static RPC
      • Awaitable RPC
      • Direct Local Execution of RPCs
    • Broadcasts
    • Scene Management
    • Client Side Prediction
      • Overview
      • Predicted Identities
      • Predicted Hierarchy
      • Best Practices
      • Input Handling
      • State Handling
    • Instance Handler
    • Collider Rollback
    • BitPacker
      • Networking custom classes, structs & types
  • Plug n' play components
    • Network Transform
    • Network Animator
    • Network Ownership Toggle
    • Network Reflection
    • Network State Machine
  • 🎮Full game guides
    • 🔫First Person Shooter
    • 🪓Survival Game
  • ✊Community Guides
    • Chat system with broadcasts
  • 🧩Addons
    • Lobby System
  • 🤓Terminology
    • Early Access
    • Channels
    • Client Auth/Everyone (Unsafe)
    • Host
    • Server Auth (Safe)
    • PlayerID
  • 💡Integrations
    • Dissonance
    • Cozy Weather
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  1. Systems and modules

Transports

PreviousAuthenticationNextComposite Transport

Last updated 6 months ago

Transports are what's used to transfer the actual data over the network.

Your chosen transport has to be referenced in the Network Manager. The default transport of PurrNet is the .

🖥️
UDP Transport