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feat: Instantiation payload support for INetworkPrefabInstanceHandler #3430
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…efabInstanceHandler.Instantiate() documentation
I just posted a video demonstrating how the system works:
In the video, I spawn The
2025-04-27.21-45-44.mp4By implementing a custom Here is the core implementation: public class TestHandlerDeterministicLink : INetworkPrefabInstanceHandler, INetworkInstantiationPayloadSynchronizer
{
public Dictionary<int, DeterministicIDHolder> deterministicSpawns = new Dictionary<int, DeterministicIDHolder>();
public int customSpawnID = 0;
void INetworkInstantiationPayloadSynchronizer.OnSynchronize<T>(ref BufferSerializer<T> serializer) => serializer.SerializeValue(ref customSpawnID);
public NetworkObject Instantiate(ulong clientId, Vector3 position, Quaternion rotation)
{
var obj = deterministicSpawns[customSpawnID];
TMP_Text text = obj.GetComponent<TMP_Text>();
text.SetText(text.text + "*");
return obj.GetComponent<NetworkObject>();
}
public void Destroy(NetworkObject networkObject) => GameObject.Destroy(networkObject.gameObject);
int nextDeterministicId = 0;
public void InstantiateLocally(GameObject linkablePrefab)
{
var spawned = GameObject.Instantiate(linkablePrefab);
spawned.transform.position = UnityEngine.Random.insideUnitCircle * 0.01f;
var text = spawned.GetComponent<TMP_Text>();
text.SetText(nextDeterministicId.ToString() + "&" + text.text);
var deterministicIdHolder = spawned.GetComponent<DeterministicIDHolder>();
deterministicSpawns[nextDeterministicId] = deterministicIdHolder;
deterministicIdHolder.SetID(nextDeterministicId);
nextDeterministicId++;
}
} Warning While this system enables advanced workflows, |
This would actually save us a lot of trouble. Right now when after we spawn stuff we have to run like two or three RPCs just to finish setting up objects properly. I wish you luck on get it merged on Unity 6.1, it would be super useful for our current project. |
Sure! I'm just waiting for reviewers to be assigned to this PR. |
I just got more feedback on the Issue #3421 I'm thinking about a way to have the prefab handler "write" the payload right before the spawn happens. In this approach, I would try to move most of the logic into CreateObjectMessage, removing it from the object data. This would avoid all the newly added generics and any potential object boxing. I'm converting this PR into a draft to keep modifying the implementation and will get back to comment once it's ready for feedback again. |
[Sorry bad writting i might edit this text later] I did requested changes by @EmandM into the PR, currently im reusing the same buffer serializer from the object serialization. Also i could make the new interface to not have the OnSynchronize, and having instead Serialize and Deserialize methods, but that would make the usage not as comfortable. |
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This is a fantastic next step! The video was super helpful to understand what the intention was. Is there any chance you have a more minimalistic example of this feature that doesn't require linking the items together later. The added complexity of having separate objects that are linked implies that this feature is doing the linking. My understanding is simply that this feature enables changing the object that is instantiated as part of the instantiation flow.
A few notes on the code:
Out of interest, is there a reason you chose to implement the custom data passing only on scene objects? We'd prefer a solution that works everywhere where the prefab handler can work. Again, the symmetry in the approach is important. If you can do something with prefab handlers in one area, that feature should work in all areas.
It would also be fantastic if you can add a test showing how this feature is used.
/// Interface for synchronizing custom instantiation payloads during NetworkObject spawning. | ||
/// Used alongside <see cref="INetworkPrefabInstanceHandler"/> to extend instantiation behavior. | ||
/// </summary> | ||
public interface INetworkInstantiationPayloadSynchronizer |
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This name could be more descriptive. How about something like INetworkPrefabInstantiationHandler
?
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Actually, this interface doesn't handle instantiation itself, that’s entirely the role of INetworkPrefabInstanceHandler
.
The purpose of INetworkInstantiationPayloadSynchronizer
is strictly to serialize and deserialize the instantiation payload before Instantiate() is called. That’s why I went with a name that emphasizes its function in data synchronization, rather than suggesting it’s involved in the instantiation logic directly.
If we go with the OnPreInstantiate
or OnBeforeInstantiation
naming you suggested, perhaps something like INetworkPrefabPreInstantiationHandler
or INetworkPrefabBeforeInstantiationHandler
would better reflect the purpose. I’m happy to update the name as long as it clearly communicates what the interface does.
I used the term payload since it directly refers to the custom data being passed along with the spawn message, which is exactly what this interface handles
I'll explore a few alternative naming options in tomorrow commit to see if any feel like a better fit.
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Along with this note, I was also thinking it might be nice if this new interface extends from the base interface.
So rather than needing
class MyHandler : INetworkPrefabInstanceHandler, INetworkInstantiationPayloadSynchronizer
It could instead be used as
class MyHandler : INetworkPrefabPayloadHandler
or something of that type. Keeps it clearer for developers to implement and simpler to use.
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This is a pretty good idea, i like how it looks simpler now, something like INetworkPefabInstanceHandlerWithData
would be similar to the old namings of the job system, like IJobComponent IJobWithECB and similar.
INetworkPrefabPayloadHandler
looks good to me but I feel INetworkPefabInstanceHandlerWithData
its even more descriptive for developers who will use it.
What do you think, could we name it INetworkPefabInstanceHandlerWithData
?
Im sure we can find a better naming later for the second interface it wraps.
/// allowing you to cache or prepare information needed during instantiation. | ||
/// </summary> | ||
/// <param name="serializer">The buffer serializer used to read or write custom instantiation data.</param> | ||
void OnSynchronize<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter; |
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To avoid confusion with NetworkBehaviours, could we rename this to something more descriptive like OnInstantiation()
or OnBeforeInstantiation()
?
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Sounds good to me! As long as the name clearly reflects that this method is solely responsible for synchronizing data prior to instantiation, I’m happy to update it.
OnBeforeInstantiation works well for that, as long as we keep in mind that it is actually serializing and deserializing data
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We might rename the interface to something like:
INetworkPrefabPreInstantianceDataSerializer
INetworkPrefabPreInstantianceSynchronizer
INetworkPrefabPreInstantiantiateHandler
And the method could be:
OnPreInstanceSerialization
, SynchronizePreInstance
, PreInstanceSynchronization
, HandlePreInstantiateData
This way, the naming makes it clearer that its about the data flow before instantiation, not the instantiation itself, and it also avoids confusion with NetworkBehaviour.OnSynchronize()
Let me know if any of these seem closer to NGO’s naming conventions, or if you would prefer a shorter variation
Regarding this, I've tested it, and in the video only one object is an in-scene placed object. The rest are dynamically instantiated through the prefab instance handler, not just scene objects. Maybe I misunderstood what you meant? I’ll work on a simpler example, though to be honest, the linking case is the most valuable use case I’ve found so far, its actually what motivated this feature in the first place. Right now I dont have many alternative examples because most of the benefit comes from enabling that exact flow: having objects pre-created and deterministically selected or connected based on payload metadata. Of course, it also opens the door to more advanced use cases, like sending special setup/configuration data before instantiation (For example in the video that sets up In a way, I don’t yet fully know the limits of the feature, I just know it unlocks workflows that weren’t previously possible. About the other changes, I will answer these and also come with some changes you might like tomorrow. |
I had another pass today. Definitely agree with what you've said about I also took a bit more time with the example. I absolutely see what you're doing there. Thank you for the detailed explanations. It'll be best if the function naming we go with follows the Mixing and matching from your naming options, what do you think of something like these two options? /// Option A
INetworkPrefabInstanceWithDataHandler
OnPreInstantiate()
// Option B
INetworkPrefabWithSynchronizeHandler
OnPrefabSynchronize() |
No problem, I’ll make that change in a few minutes!
Its a perfect idea, making it easier to use for developers. The next commit will include that.
Since it’s still an In contrast, Would this option work for you? public interface INetworkPrefabInstanceHandlerWithData : INetworkPrefabInstanceHandler
{
void OnSynchronizeInstantiationData<T>(ref BufferSerializer<T> serializer) where T : IReadWrite
} The method name Let me know what you think. I’ll go ahead and push a commit with these changes in the meantime and await your feedback. 😄 |
1) Moved the payload deserialization into the AddSceneObject, for deferred instantiation compatibility 2) Changed the new interface to be a direct single extended implementation, instead a complement of the handler 3) Some renames to better match what the feature does for developers
All requested changes have been implemented.
This is the same example shown earlier, but simplified and updated to reflect the new interface and naming conventions: public class TestHandlerDeterministicLink : INetworkPrefabInstanceHandlerWithData
{
Dictionary<int, DeterministicIDHolder> deterministicSpawns = new Dictionary<int, DeterministicIDHolder>();
int nextDeterministicId = 0;
int customSpawnID = 0;
public void OnSynchronizeInstantiationData<T>(ref BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref customSpawnID);
}
public NetworkObject Instantiate(ulong clientId, Vector3 position, Quaternion rotation)
{
return deterministicSpawns[customSpawnID].GetComponent<NetworkObject>();
}
public void Destroy(NetworkObject networkObject) => GameObject.Destroy(networkObject.gameObject);
public void DoSpawn(GameObject linkablePrefab)
{
var deterministicIdHolder = GameObject.Instantiate(linkablePrefab).GetComponent<DeterministicIDHolder>();
deterministicSpawns[nextDeterministicId] = deterministicIdHolder;
deterministicIdHolder.SetID(nextDeterministicId);
nextDeterministicId++;
}
} Marking the pull request as ready for review ✅ |
- Added `INetworkPrefabInstanceHandlerWithData`, a variant of `INetworkPrefabInstanceHandler` that supports synchronizing custom data prior to the `Instantiate()` method call. (Unity-Technologies#3430)
The big issue with this approach at this time is synchronizing new clients. I understand that this branch works great for your use case, but as we have to maintain this into the future we need to ensure that we're not adding a "foot-gun". That means, we need to be sure that this feature is hard to accidentally use incorrectly. When a late joining client joins, the There's a few approaches we're discussing NGO side, however we don't have the time at the moment to do a full design process. As we have backwards compatibility support requirements, we can't easily add a temporary option that will be made safer later. We're still figuring out what the next steps look like. We're super intrigued by this option and would love it if anyone else who is interested in this design could chip in with their use-cases so we can better imagine how this feature will be used by different workflows. |
Oh, I see... So right now, This means late joiners can get inconsistent state, depending on how the payload is used, which can lead to subtle bugs. I didn’t consider this when refactoring the code, and it hasn’t caused issues in my use-case yet. but it’s definitely a valid concern, and not a hard problem to solve. Previous versions of this included per-object payload storage to avoid that, but it was removed to keep things minimal. That logic can be added back pretty easily. I'll work on updating the PR to reintroduce that logic, either by storing the payload inside each |
@EmandM I just pushed some changes that should address the main concern. The buffer is reused when possible, and the payload is now serialized and deserialized directly into the I've reintroduced instantiation payload injection into the
These changes should resolve the issue around late join synchronization and accidental misuse. At this point I believe the implementation is solid, and I’ve refined it extensively based on the feedback so far. This feature is already being used across three active projects and has proven to be highly useful when you need different instantiation behaviors for the same prefab. I’ll wait for the review now in case anything else comes up. Important A common case is selecting the instantiation source: Being able to send metadata at spawn time ensures that the system responsible for instantiating the object (whether it's a spawner, enemy AI, or another context) can apply the correct local setup logic immediately. This goes beyond linking pre-instantiated objects; it enables precise control over how objects are created based on context. In these real-world scenarios, pre-instantiation data is not just useful, it’s essential. |
Updates the description of the method that retrieves instantiation data for a NetworkObject.
I’d like to expand a bit on why this feature matters and the kinds of problems it helps solve. The core issue with NGO's current spawn system is that it does not allow sending contextual metadata during instantiation. When the server tells the client that an object has spawned, the only thing you can customize is how the object is instantiated. You cannot specify who spawned it, why it was spawned, or include any data that describes the instantiation context. This becomes a major problem in projects where the same prefab can be spawned by different systems, such as a weapon spawner, an enemy's hand, or custom gameplay logic. Each of these cases requires different setup behavior (e.g.):
Currently, most of these differences must be handled using post-spawn RPCs or NetworkVariables, even though some cases such as linking to pre-existing objects cannot be handled that way at all. This adds latency, increases network traffic, introduces race conditions, and fragments the setup logic. The client receives the object without knowing why it was spawned or how it should behave until metadata arrives later. I will also share this in the forums and my linked-in to gather feedback from users who may benefit from this feature. If you are following this PR and have relevant use cases, your input would be very helpful in demonstrating the value of this addition. |
Hi! We have been looking for a solution to a problem that we currently have and I think it could be solved with this! We're adding multiplayer to our game, which includes configurable enemies to add variety. Our enemies need to be configured at the moment they spawn, but we can't find a way to do that. The workaround we're trying adds too many edge cases for both single player and multiplayer modes, as well as latency issues, which isn't ideal for our game. The option you're suggesting might work well for us but not sure if we should try it out... Will it continue to be supported? |
Prevents instantiation data synchronization failures from propagating, ensuring that exceptions thrown during synchronization are caught and logged, and that resources are properly released. This change improves the robustness of the instantiation process.
Improves prefab handler lookup performance by introducing a dedicated dictionary for handlers with instantiation data. This allows for faster injection of instantiation data into NetworkObjects.
Hello, I saw this on Discussions and I believe it would be quite useful as it mirrors better what we do for singleplayer. Currently we are hamstringed by only being able to do things post-instantiation where in singleplayer code it's as easy as adding the lines before. |
I feel this feature could open the door to build a more proper client predicted spawning in server-client architecture. And as @Tspk91 said above, being able to use data for instantiation makes thing more similar to single player, and avoids all the headaches of syncing post-spawn |
Hey! Just saw this conversation and it looks like a neat addition to the netcode system. I have found myself in the situation of having to sync after spawning the GOs and it looks like the process can be simplified with this idea. Hoping to see it coming in the near future! |
Edit: You can skip this comment if needed, the next one presents a significantly improved approach.Hi @EmandM, sorry in advance for the wall of text, but as I keep working with this feature in a real production setup, I uncovered a few powerful use cases that I hadn't fully anticipated at first. Sharing them here in case they help illustrate the broader value of this approach. We have networked enemies that spawn with networked weapons. Here's the situation:
This is where instantiation metadata becomes essential and solves several problems at once:
This enables hybrid predictive workflows on the client:
All of this becomes possible with a single metadata field per spawn. This approach supports:
It's a clean and extensible solution that significantly expands what’s possible in server-authoritative architectures, while avoiding RPC timing issues and reducing implementation complexity. Also, thanks again for your feedback and all the iteration we made. Having the metadata synchronization built directly into the handler makes this incredibly easy to use and extend. We were also able to build a lightweight SpawnerSystem on top of the handler API, without modifying any internal NGO code. Here's a simplified example: Example 1
public class MySpawnerWithData<Y> : INetworkPrefabInstanceHandlerWithData, IDisposable where Y : struct, INetworkSerializable
{
Y spawnData;
void INetworkPrefabInstanceHandlerWithData.OnSynchronizeInstantiationData<T>(ref BufferSerializer<T> serializer) => serializer.SerializeValue(ref spawnData);
public NetworkObject Instantiate(ulong clientId, Vector3 position, Quaternion rotation)
{
//My logic with this spawnData for instance handling
}
public void Destroy(NetworkObject networkObject) => GameObject.Destroy(networkObject.gameObject);
List<GameObject> registeredPrefabs = new List<GameObject>();
public void RegisterPrefabs(GameObject[] gameObjects)
{
foreach (var gameObject in gameObjects)
RegisterPrefab(gameObject);
}
public void RegisterPrefab(GameObject gameObject)
{
NetworkManager.Singleton.PrefabHandler.AddHandler(gameObject, this);
registeredPrefabs.Add(gameObject);
}
public void UnregisterPrefab(GameObject gameObject)
{
NetworkManager.Singleton.PrefabHandler.RemoveHandler(gameObject);
registeredPrefabs.Remove(gameObject);
}
public void Dispose()
{
for (int i = registeredPrefabs.Count - 1; i >= 0; i--)
UnregisterPrefab(registeredPrefabs[i]);
}
public void SpawnWithData(GameObject instance, Y data)
{
if (!registeredPrefabs.Contains(instance)) //This could be much more efficient, but is just an example to simplify our approach
throw new Exception("Trying to spawn a prefab not registered to this handler instance");
spawnData = data;
instance.GetComponent<NetworkObject>().Spawn();
}
public NetworkObject InstantiateAndSpawnWithData(GameObject prefab,Y data)
{
if (!registeredPrefabs.Contains(prefab)) //This could be much more efficient, but is just an example to simplify our approach
throw new Exception("Trying to spawn a prefab not registered to this handler instance");
spawnData = data;
return NetworkManager.Singleton.SpawnManager.InstantiateAndSpawn(prefab.GetComponent<NetworkObject>());
}
} public class MyServerCode
{
public MySpawnerWithData<WeaponInstantiationData> weaponHandler = new MySpawnerWithData<WeaponInstantiationData>();
GameObject[] weaponPrefabs;
void Initialize()
{
weaponHandler.RegisterPrefabs(weaponPrefabs);
}
void GameLoop()
{
if (/*condition to spawn a weapon*/)
{
weaponHandler.SpawnWithData(/*weaponInstance*/, /*InstantiationData*/);
}
}
void Dispose()
{
weaponHandler.Dispose();
}
} This is just one example, but the same pattern can be extended easily. Because the system is cleanly isolated, it allows users to build custom workflows or logic without ever needing to touch internal NGO code. Example 2
public class MySpawnerWithDataExtended<Y> : MyExtendedHandler<Y> where Y : struct, INetworkSerializable
{
// /// this ///
public NetworkObject Instantiate(ulong clientId, Vector3 position, Quaternion rotation, Y customData)
{
//My logic with this spawnData for instance handling
}
public void SpawnWithData(GameObject instance, Y data)
{
if (!registeredPrefabs.Contains(instance)) //This could be much more efficient, but is just an example to simplify our approach
throw new Exception("Trying to spawn a prefab not registered to this handler instance");
spawnData = data;
instance.GetComponent<NetworkObject>().Spawn();
}
} This makes spawning context-aware prefabs as easy as calling MySpawnerWithData.SpawnWithData(), with clean separation of logic and full determinism support. Just to wrap up:I honestly can't find any flaws in this design. it solves real problems cleanly, feels robust and flexible, and stays safe by default. Curious to hear what you think and open to any feedback or thoughts you might have. |
Hey @EmandM, marking this as draft again. Feel free to skip the earlier messages. This one reflects the most relevant update.
To solve this cleanly, I'm moving toward a stateless and fully explicit model. For clarity: whenever I refer to "the handler" in this context, I'm specifically talking about This involves:
A typical flow would look like this: networkObject.SetInstantiationData(instantiationData);
//Throws an exception if no handler is associated with compatible data
networkObject.Spawn();
// If data was injected, it will be serialized and used during instantiation.
// If not, an exception is thrown to prevent undefined behavior. Internally, the system can safely check if the injected metadata matches the handler’s expected type and apply it if compatible. And the handler interface would become even simpler: public class MySpawnerWithData : INetworkPrefabInstanceHandlerWithData<T> where T : struct, INetworkSerializable
{
public NetworkObject Instantiate(ulong clientId, Vector3 position, Quaternion rotation, T instantiationData)
{
// Logic based on instantiationData
}
} With this design, the handler is fully stateless and reacts only to the data provided at instantiation. This avoids bugs from reused or outdated values and gives developers precise control over how each object is spawned. It also supports dynamic workflows where an object's context may evolve after creation, without relying on RPCs or mutable state. Since instantiation data is now injected explicitly, the spawning logic no longer needs to handle implicit synchronization. The system stays lean and efficient, with no added overhead and unchanged performance. I’ll finalize the implementation and push the updated version shortly. |
Thanks everyone for all the extra use cases! Makes it easier to reason about what is needed. I think I'm seeing two top level approaches to this type of feature:
or
I was understanding that option 2 was the request, but I see here that option 1 might be more what was intended. Thanks for the patience with this process. Adding new features always take a lot of back and forth and consideration. I've also been sick the last few days, sorry for the delay in responding. |
Yeah, because I initially went with option 2, but real production use quickly exposed issues. The idea is to set metadata once per instance and have it persist across all synchronizations, including for late joiners. Handlers remain fully stateless and act only on the injected data. Hope that clarifies the approach. Really appreciate your input, and hope you're feeling better soon! |
The full implementation is readyHandler definition: public class HandlerWithData : INetworkPrefabInstanceHandlerWithData<MyData>
{
public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation, MyData data)
{
//My logic with this instantiationData for instance handling
}
public void Destroy(NetworkObject networkObject) => throw new NotImplementedException();
} Server-side spawn flow: networkObject.InjectInstantiationData(instantiationData);
networkObject.Spawn(); Additionally, I improved the integration tests for this feature and added a new one to simulate late joining. |
Clarifies the purpose and usage of the static data map.
…the ' a caracter (’)
Solves Issue #3421
Related to the discussions in Pull Request #3419 and Issue #3421 (follow-up proposal based on new approach).
This PR introduces support for sending custom instantiation payloads through
INetworkPrefabInstanceHandlerWithData
to receive metadata before callingInstantiate()
.The feature is fully optional, backward-compatible, and requires no changes to existing user workflows.
Changelog
INetworkPrefabInstanceHandlerWithData
, a variant ofINetworkPrefabInstanceHandler
that supports synchronizing custom data prior to theInstantiate()
method call.Testing and Documentation
INetworkPrefabInstanceHandler.Instantiate()
summary updated to mentionINetworkPrefabInstanceHandlerWithData
INetworkPrefabInstanceHandlerWithData
.Deprecated API
Backport
Implementation Example
Spawning flow:
Important
When spawning, you must update the handler's data before calling
Spawn()
orInstantiateAndSpawn()
.The data set in the handler will be serialized automatically prior the instantiation process.
Highlights