The Direction of State Synchronization and the Owner of Network Views.

I 'm currently reading the official documents of Networked Multiplayer in unity. There are some problems confuse me.

  1. What is the direction of State Synchronization?
    Someone says in his blog that the State Synchronization can only take place from the side that networkView.isMine is true to others that is false. I test and it seems to be right. But I never find related discription in official documents. So is that true?
    Additional, when I create an object in the editor and not use prefab (not use Network.Instantiate() ), the State Synchronization can only happens from server to client. Does it mean in this case the server is the owner of the object?

  2. What is the owner of a networkview?
    I know that if use Network.Instantiate() on one machine, it will instantiate an prefab object on all machines connected to the first machine. In this case networkView.isMine is true in the first machine and false in other machines. So is that true: all the networkviews attached to every object in all machines are actually one networkview(since they have same NetworkViewID ),and the owner of these networkviews is the original object in the first machine?

thanks!:slight_smile:

In built in networking each object which has a networkView component is a networked object and is owned by the machine which called Network.Instantiate for it. The object has the same viewID on all machine thus can communicate with itself on other machines (send sync and RPCs). If you prefer/need a more complex role model then take a look at uLink and developer.muchdifferent.com there you can have even different prefabs for owner and others and server can have a special prefab and code as well.