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Update com.unity.netcode.gameobjects/Documentation~/components/core/networkobject.md
Co-authored-by: Amy Reeve <amy.reeve@unity3d.com>
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com.unity.netcode.gameobjects/Documentation~/components/core/networkobject.md

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@@ -113,8 +113,7 @@ Similar to [`NetworkObject.ActiveSceneSynchronization`](#active-scene-synchroniz
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`NetworkObject.ActiveSceneSynchronization` can be used with `NetworkObject.SceneMigrationSynchronization` as long as you take into consideration that if you migrate a NetworkObject into a non-active scene via `SceneManager.MoveGameObjectToScene` and later change the active scene, then the NetworkObject instance will be automatically migrated to the newly set active scene.
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> [!NOTE]
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> **Performance Check**<br />
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> The `NetworkObject.SceneMigrationSynchronization` field is enabled by default! If your project can have many (600-1000+) spawned objects at any given time, this setting can cause performance issues. This setting only provides the ability to automatically synchronize the scene a NetworkObject is migrated to while it is spawned. If your `NetworkObject` does not change scenes and you have no need for automatic scene migration synchronization (_only applies when the integration scene management is enabled_), then it is recommended to disable this property to avoid additional processing overheads.
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> The `NetworkObject.SceneMigrationSynchronization` field is enabled by default. If your project can have many (600-1000+) spawned objects at any given time, this setting can cause performance issues. Scene migration synchronization only provides the ability to automatically synchronize the scene a NetworkObject is migrated to while it is spawned. If your NetworkObject doesn't change scenes and you have no need for automatic scene migration synchronization (_only applies when the integration scene management is enabled_), then it's recommended to disable this property to avoid additional processing overheads.
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## Additional resources

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