Guides:Synchronization: Difference between revisions
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Latest revision as of 23:49, 5 December 2024
[Reason: Please expand and proofread this article, using the VRChat Wiki Manual of Style.]
Synchronization', also known as "sync" or "syncing" is a component of all Udon Behaviours that controls how data is sent over the network[1] to other players. The type of synchronization can be changed with a drop down menu on the Udon Behaviour.
Synchronization has three modes: continuous, manual, and none.
Continuous
Continuous mode should be used for small, frequently update values, such as the position of a moving object. This mode only takes the latest value stored in the object, and may skip over older values in order to get the newest ones.
Manual
Manual mode should be used for infrequently updated, important values, such as the score in a game. It will not skip over values like Continuous mode does.
No synchronization
None prevents an Udon Behaviour from interacting with anything over the network.
Performance
Using any synchronization mode except None has a performance impact on worlds. This is because the world has to continuously check to see if the values inside the Udon Behaviour have changed. Even if the Udon Behaviour has no stored values in it, the world will still continuously use resources to check it. Set all synchronization modes in your Udon Behaviours to None, if they are not using network functions, in order to prevent this and lower the performance cost of running your world.
It is also possible to get an estimate on variables from Udon behaviors and synced objects, using the different debug menus available in VRChat.
Official resources
- Networking on docs.vrchat.com
- VRChat Udon - What is Networking? published by VRChat on YouTube
See also
References
- ↑ Networking on docs.vrchat.com; retrieved November 26, 2024.