Network Health
Network Health syncs a Health from the server to the clients. Place it on the root of a network prefab, next to its Health.
Note
Turn off Destroy On Death on the Health. A spawned network object must be despawned by the server, which this component does.
✅ Ideal For
- Players and enemies in multiplayer
- PvP, where clients must not decide hits
📐 Inspector Overview
| Field | Description |
|---|---|
| Despawn On Death | Despawns the object on every machine when it dies on the server. Turn it off to keep the object, for example to respawn it in place |
⚙️ How It Works
flowchart LR
H["Server Health"] -->|"health value"| N["Network Health"]
N --> C["Client Health"]
H -->|"dies"| D["Clients die, then despawn"]
- On the server, every health change is sent to the clients.
- On clients, it adds an Invincibility so their own hits do no damage. They still show impacts and hit effects.
- Clients apply the server’s value to their
Health, so On Health Changed still fires there and health bars update. - When the object dies on the server, the clients kill their copy first, so death effects play, then the server despawns it if Despawn On Death is on.