Unity Netcode for GameObjects Architecture Use server-authoritative : never trust the client for damage, currency, or movement validation. NetworkBehaviour basics RPC targets (Unity 6 attribute syntax) | | Use | |---|---| | | Client → server requests | | | Server → owning client only | | | Server → all except owner (for own client prediction) | | | Server → all clients (state broadcast) | | | Common for VFX/SFX echo | | | Mostly for host-aware logic | Client-side prediction 1. Client samples input → applies move locally + sends to server. 2. Server validates → broadcasts authoritative state.…