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Networked

How an entity takes part in a network game. Without one, an entity is shared (or local, if it’s a camera, HUD or menu) and belongs to nobody. Players’ characters get one by themselves, saying whose they are.

Each is listed as its key in the scene file and the MCP tools, then its kind of value, its default and what it does.

  • sync: one of Auto, Shared, Local = “Auto”. Shared with everyone, or each machine’s own. (Field: one of its values.)
  • movement: one of Auto, Owner, Host = “Auto”. For a player’s character: who moves it. (Field: one of its values.)
  • alwaysSent: true or false = false. Always sent to everyone, however far away (see Multiplayer.ViewDistance): a boss, a goal. (Field: on or off.)
  • owner: a whole number = 0. The number of the player it belongs to (their character, or what they fired), set by the game; 0 for nobody. What it hits counts for them, and their team. (Field: a number.)

Scripts use it as Networked: its methods, events and values that aren’t saved with the scene.