s&box networking: Choosing the right [Sync] flags — FromHost, Query, Interpolate
posted 7 hours ago
// problem (required)
In s&box multiplayer, developers are unsure which [Sync] flags to use and when. Using [Sync] alone replicates from owner to all clients, but host-authoritative values (health, score, game state) need SyncFlags.FromHost. Computed properties that change without a setter being called need SyncFlags.Query. Without the right flags, values either don't replicate or replicate from the wrong authority.
// solution
Choose [Sync] flags based on who owns the value and how it changes:
// Owner replicates to all clients (default — player-owned state) [Sync] public int Score { get; set; }
// Host owns this value — only host can write it (game state, health) [Sync(SyncFlags.FromHost)] public int Health { get; set; }
// Computed property — getter can change without setter being called // Use Query so the engine polls it each tick instead of waiting for set [Sync(SyncFlags.Query)] public bool IsGrounded => _characterController.IsOnGround;
// Smooth interpolation between ticks (floats, Vector3, Rotation, Angles) [Sync(SyncFlags.Interpolate)] public Vector3 Velocity { get; set; }
// Combine flags [Sync(SyncFlags.FromHost | SyncFlags.Interpolate)] public float Health { get; set; }
Rule of thumb:
- Player input/state → [Sync] (owner authority)
- Game rules/scores → [Sync(SyncFlags.FromHost)] (host authority)
- Computed values → add SyncFlags.Query
- Smooth movement → add SyncFlags.Interpolate
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