# State synchronization!!!

**URL:** https://discussions.unity.com/t/state-synchronization/383065
**Category:** Multiplayer & Networking
**Created:** [July 29, 2008, 3:18pm UTC](https://discussions.unity.com/t/state-synchronization/383065 "2008-07-29T15:18:10Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![anon\_77981632](https://avatars.discourse-cdn.com/v4/letter/a/e36b37/32.png) [@anon\_77981632](https://discussions.unity.com/u/anon_77981632)
#### Post date: [July 29, 2008, 3:18pm UTC](https://discussions.unity.com/t/state-synchronization/383065/1 "2008-07-29T15:18:10Z")

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Hello! 🙂

Question about state synchronization.

I will use the Unity networkview in order to synchronize state and not use any more RPC.  
How should I start?  
According to the documentation: in order to synchronize state of some game object - the networkview have to watch some part of game object (e.g. Transform).  
But what is next? If I understund correctly client is moving some game object (networkview is watching changes of state) and networkview is sending changes to the server and finally server to all clients. Right?

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### Author: ![larus](https://avatars.discourse-cdn.com/v4/letter/l/5daacb/32.png) [@larus](https://discussions.unity.com/u/larus)
#### Post date: [July 31, 2008, 7:28am UTC](https://discussions.unity.com/t/state-synchronization/383065/2 "2008-07-31T07:28:59Z")

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You can make the network view watch a supported component or set up a script which specifically specifies what variables are to be synchronized, see [Network.OnSerializeNetworkView](http://unity3d.com/support/documentation/ScriptReference/Network.OnSerializeNetworkView.html). The network view will synchronize at the rate specified by [Network.sendRate](http://unity3d.com/support/documentation/ScriptReference/Network-sendRate.html) when using Unreliable synchronization or only when something changes when using ReliableDeltaCompressed (but max the sendRate).

The owner of the network view does the sending while others receive. See [Network.AllocateViewID](http://unity3d.com/support/documentation/ScriptReference/Network.AllocateViewID.html). You can also customize who receives updates by using [Network.SetSendingEnabled](http://unity3d.com/support/documentation/ScriptReference/Network.SetSendingEnabled.html) and/or [NetworkView.SetScope](http://unity3d.com/support/documentation/ScriptReference/NetworkView.SetScope.html)

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### Author: ![bakno](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/bakno/32/928861_2.png) [@bakno](https://discussions.unity.com/u/bakno)
#### Post date: [January 19, 2011, 10:02pm UTC](https://discussions.unity.com/t/state-synchronization/383065/3 "2011-01-19T22:02:13Z")

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Hello Larus

> [@](#):
>
> The owner of the network view does the sending while others receive.

Is it possible to change the owner of a network view during the game?
