RealtimeTransform is a built-in RealtimeComponent that can be used to synchronize the transform or rigidbody of a GameObject.

Editor Interface

Sync Position, Rotation, and Scale: Each toggle will determine whether RealtimeTransform should synchronize the position, rotation, and scale of the game object.

Note: When there is no rigidbody present, RealtimeTransform will synchronize the localPosition, localRotation, and localScale properties. However, if a rigidbody is present, it will synchronize the position, and rotation properties of the rigidbody which are in world space.

Extrapolation: A boolean that represents whether RealtimeTransform will use extrapolation to make up for latency incurred by the network. This property can be turned on/off at runtime.


If a RealtimeTransform is owned by the local client, it will synchronize the current transform position to the datastore so other clients can update their corresponding game object.

This means that to move a RealtimeTransform, you need to call RequestOwnership() first! If a RealtimeTransform is not owned by the local client, you will be unable to move it.

There are two buttons for Requesting and Clearing ownership that will enable in play mode. There is also an API (described below) that allows you to request ownership at runtime.



Property Definitions

Method Definitions

void ClearOwnership()

Clears ownership of the RealtimeView (if it’s owned by the local client, or preventOwnershipTransfer is false).