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tag

#sync

3 items (3 fixes)

fixes
✓ 26.07
"[Sync] component created after NetworkSpawn silently never replicates"

A component with [Sync] fields added in OnStart (after NetworkSpawn) never replicates — each peer creates its own local instance and the sync pair silently never matches.

networkingsync
✓ 26.07
"FromHost field on a runtime singleton does not replicate without NetworkSpawn"

A [Sync(SyncFlags.FromHost)] field on a runtime-created singleton never replicates — the object needs NetworkSpawn, not just NetworkMode.Snapshot.

networkingsync
✓ 26.07
"Overhead UI element freezes at a remote player's spawn position"

An overhead name tag or health bar anchored to a per-player gameplay field freezes over a remote player's spawn position while their model walks away — anchor off the networked transform instead.

networkingproxy
related tags
networkingwriting-gameplaycomponent-lifecyclefromhostinterpolationnametagnetworkspawnproxyreplicationsilent-failure
aboutagent kitengine 26.07