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 Remote Procedure Calls (RPCs) and how to use them to synchronize game state across clients and server. We'll complete our pickable system by implementing ServerRPCs that allow clients to request state changes while maintaining server authority. This ensures proper synchronization when players interact with shared objects in the multiplayer environment.
In this episode we will:
- Understand when to use RPCs vs NetworkVariables for synchronization
- Learn about ServerRPCs and how clients communicate with the server
- Implement the PickableTool classes
- Use ServerRPCs to handle tool pickup requests from clients
- Understand ComponentController for managing networked component state
····· 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 PickableTool script
02:24 Using ComponentController
07:05 Implementing Cone of Detection
11:28 Animation integration
17:44 Creating Server RPC
Learn how to make a Multiplayer game in Unity 6.3 using Netcode for GameObjects package. In this video we will learn about Remote Procedure Calls (RPCs) and how to use them to synchronize game state across clients and server. We'll complete our pickable system by implementing ServerRPCs that allow clients to request state changes while maintaining server authority. This ensures proper synchronization when players interact with shared objects in the multiplayer environment.
In this episode we will:
- Understand when to use RPCs vs NetworkVariables for synchronization
- Learn about ServerRPCs and how clients communicate with the server
- Implement the PickableTool classes
- Use ServerRPCs to handle tool pickup requests from clients
- Understand ComponentController for managing networked component state
····· 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 PickableTool script
02:24 Using ComponentController
07:05 Implementing Cone of Detection
11:28 Animation integration
17:44 Creating Server RPC










