Community:Synchronization

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Revision as of 23:28, 26 November 2024 by DAG-XR (talk | contribs) (Usr 8ee44c1a-f905-4e08-bb61-e1cd34e09fc0 moved page Synchronization to Community:Synchronization: Moved to Community namespace; not official VRChat, Inc. content.)

Synchronization is a component of all Udon Behaviours that controls how data is sent over the network to other players. The type of synchronization can be changed with a drop down menu on the Udon Behaviour.

Synchronization has three modes:

  • 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.

  • None

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.