Uploaded March 2026 | Updated September 2026, 2 weeks ago
Learn how to make a Multiplayer game in Unity 6.3 using Netcode for GameObjects package. In this video we will learn about synchronizing game state using NetworkVariables. We'll explore how to handle shared objects like tools in a multiplayer environment and understand the difference between NetworkVariables and RPCs. This will help us build a solid foundation for interactive objects that work correctly for both connected clients and late-joiners.
In this episode we will:
- Understand when to use NetworkVariables vs RPCs for synchronization
- How to use NetworkVariables to store objects availability
- Learn about the OnValueChanged event for real-time updates
- Handle late-join synchronization in OnNetworkSpawn
- Set up the foundation for pickable tools and resources
····· Links ···············································································
Starter Project: patreon.com/posts/multiplayer-in-6-151714200
End Project: patreon.com/posts/multiplayer-in-151702183
Scripts: github.com/SunnyValleyStudio/multiplayer-basics-unity6-coop-harvest-game
Outline tutorial: youtube.com/shorts/FyEiPibJuRU?si=eQzi7xt_ASV2VLro
Learn more from my courses: courses.sunnyvalleystudio.com
····· Get in touch ···············································································
𝗛𝗮𝘃𝗲 𝗮𝗻𝘆 𝗾𝘂𝗲𝘀𝘁𝗶𝗼𝗻𝘀? 𝗝𝗼𝗶𝗻 𝘁𝗵𝗲 𝗱𝗶𝘀𝗰𝗼𝗿𝗱!
discord.gg/RQEtYHz
𝗣𝗟𝗘𝗔𝗦𝗘 support the channel:
patreon.com/sunnyvalleystudio
····· Chapters ···············································································
00:00 NetworkSynchronization for shared objects
00:58 NetworkVariable vs RPC
01:35 PickableBase script
03:28 Adding NetworkVariable
05:59 Using OnNetworkSpawn
07:02 OnValueChanged event
08:00 Late joining client synchronization
Learn how to make a Multiplayer game in Unity 6.3 using Netcode for GameObjects package. In this video we will learn about synchronizing game state using NetworkVariables. We'll explore how to handle shared objects like tools in a multiplayer environment and understand the difference between NetworkVariables and RPCs. This will help us build a solid foundation for interactive objects that work correctly for both connected clients and late-joiners.
In this episode we will:
- Understand when to use NetworkVariables vs RPCs for synchronization
- How to use NetworkVariables to store objects availability
- Learn about the OnValueChanged event for real-time updates
- Handle late-join synchronization in OnNetworkSpawn
- Set up the foundation for pickable tools and resources
····· Links ···············································································
Starter Project: patreon.com/posts/multiplayer-in-6-151714200
End Project: patreon.com/posts/multiplayer-in-151702183
Scripts: github.com/SunnyValleyStudio/multiplayer-basics-unity6-coop-harvest-game
Outline tutorial: youtube.com/shorts/FyEiPibJuRU?si=eQzi7xt_ASV2VLro
Learn more from my courses: courses.sunnyvalleystudio.com
····· Get in touch ···············································································
𝗛𝗮𝘃𝗲 𝗮𝗻𝘆 𝗾𝘂𝗲𝘀𝘁𝗶𝗼𝗻𝘀? 𝗝𝗼𝗶𝗻 𝘁𝗵𝗲 𝗱𝗶𝘀𝗰𝗼𝗿𝗱!
discord.gg/RQEtYHz
𝗣𝗟𝗘𝗔𝗦𝗘 support the channel:
patreon.com/sunnyvalleystudio
····· Chapters ···············································································
00:00 NetworkSynchronization for shared objects
00:58 NetworkVariable vs RPC
01:35 PickableBase script
03:28 Adding NetworkVariable
05:59 Using OnNetworkSpawn
07:02 OnValueChanged event
08:00 Late joining client synchronization










