Unity Package Types
Embedded vs Prefab
If enabled the objects transform will be synced across all connected clients.
Save With Space
Checked: The state of the object will remain consistent across sessions. A new session starts when a user joins an empty space. As long as one users is connected to a space the session will continue. Unchecked: Embedded scene objects When a new session starts embedded scene objects will always be instantiated, even if they where deleted in a previous session. Instantiated prefab When a session ends all instantiated prefabs will be deleted.
Destroy on Creator Disconnect
* Only relevant for objects instantiated as a prefab through visual scripting If checked, the object will be destroyed for all clients when it’s creator disconnects. Note an objects creator does not equal its owner.
Vector3can be synced.
How To Use
Prefab Objects Creating a synced prefab object is just as easy but requires a few extra steps. First we need to create a prefab that has a Synced Object component on the root object like so:
This prefab can live anywhere in your project folder.
To instantiate this prefab you can simply use the
GameObject.Instantiate node like normal. Spatial will make sure the object gets instantiated on all other connected clients and syncs properly.