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@Extrys Extrys commented Apr 27, 2025

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, allowing INetworkPrefabInstanceHandler to receive metadata before calling Instantiate().

The feature is fully optional, backward-compatible, and requires no changes to existing user workflows.

Changelog

  • Added: INetworkInstantiationPayloadSynchronizer interface to synchronize custom pre-instantiation data.

Testing and Documentation

  • No new tests added.
  • Inline code documentation provided; INetworkPrefabInstanceHandler.Instantiate() summary updated to mention INetworkInstantiationPayloadSynchronizer
  • Further external documentation is recommended for INetworkInstantiationPayloadSynchronizer.

Deprecated API

  • None.

Backport

  • Not applicable (new feature for development branch only)

Implementation Example

public class MyPrefabInstanceHandler : INetworkPrefabInstanceHandler, INetworkInstantiationPayloadSynchronizer
{
    GameObject[] prefabs;
    public int customSpawnID = 0;

	//NEW
    void INetworkInstantiationPayloadSynchronizer.OnSynchronize<T>(ref BufferSerializer<T> serializer)
        => serializer.SerializeValue(ref customSpawnID);

    public NetworkObject Instantiate(ulong clientId, Vector3 position, Quaternion rotation)
        => Object.Instantiate(prefabs[customSpawnID], position, rotation).GetComponent<NetworkObject>();

    public void Destroy(NetworkObject networkObject)
        => Object.Destroy(networkObject.gameObject);
}

Spawning flow:

MyPrefabInstanceHandler prefabInstanceHandler = new MyPrefabInstanceHandler();
GameObject basePrefab;

void RegisterHandler() => NetworkManager.Singleton.PrefabHandler.AddHandler(basePrefab, prefabInstanceHandler);
void UnregisterHandler() => NetworkManager.Singleton.PrefabHandler.RemoveHandler(basePrefab);

public void Spawn(int id)
{
    prefabInstanceHandler.customSpawnID = id; //Plot twist: simply modify the handler's data
    NetworkManager.Singleton.SpawnManager.InstantiateAndSpawn(basePrefab.GetComponent<NetworkObject>());
}

Important

When spawning, you must update the handler's data before calling Spawn() or InstantiateAndSpawn().
The data set in the handler will be serialized automatically during the prior the instantiation process.

Highlights

  • Optional and non-breaking
  • Intuitive to configure and resilient to errors.
  • Fully aligns with NGO patterns (Serialize/Deserialize symmetry)
  • Late-join and scene object support
  • No public API modifications

@Extrys Extrys requested a review from a team as a code owner April 27, 2025 02:26
@Extrys Extrys changed the title feat: Network Object Instantiation Payload feat: Instantiation payload support for INetworkPrefabInstanceHandler Apr 27, 2025
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Extrys commented Apr 27, 2025

I just posted a video demonstrating how the system works:

  • * is a symbol set on objects spawned through PrefabHandlers.
  • & is a symbol added to indicate the deterministic ID of an object.

In the video, I spawn A1 and A2, which are instances of the same prefab, displaying the letter A.
Each button spawns the prefab with a different number, and this number is sent via the instantiation payload.
No RPCs or NetworkVariables are needed.

The B object is registered with a regular PrefabHandler (no custom interface implemented here, just for basic testing).

D, E, and F are instantiated directly via Unity's regular Instantiate method.
Each of these sets its deterministic ID manually and registers itself into a local dictionary, indexed by that ID.

2025-04-27.21-45-44.mp4

By implementing a custom INetworkPrefabInstanceHandler together with INetworkInstantiationPayloadSynchronizer,
I simply retrieve the ID from the payload and use it to link the correct instance deterministically.

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,
it is important to note that developers are responsible for ensuring that the linked instances are compatible.
This flexibility is intentional to support a variety of custom deterministic linking strategies.

@victorLanga17
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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.
If we could send a bit of info during the spawn itself I think we could solve a couple of problems easier.

I wish you luck on get it merged on Unity 6.1, it would be super useful for our current project.

@Extrys
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Extrys commented Apr 28, 2025

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. If we could send a bit of info during the spawn itself I think we could solve a couple of problems easier.

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.
In the worst case, you can always use my fork, which I will keep updated for my use cases only, so sometimes it might not be fully up to date.

@Extrys Extrys marked this pull request as draft April 29, 2025 04:51
@Extrys
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Extrys commented Apr 29, 2025

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.
The idea is that this write just stores the data locally in the instance that directly calls CreateObjectMessage, and then the actual message would consume that cached external variable right before sending.

In this approach, I would try to move most of the logic into CreateObjectMessage, removing it from the object data.
Although I feel there would still need to be a way to link the payload to the generated instances to make things work correctly for late joiners and similar cases.

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.

@Extrys
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Extrys commented Apr 29, 2025

[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.
Now the changeset is much smaller and easier to check and review, i would like you to give me feedback on that

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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@Extrys Extrys Apr 29, 2025

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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

@Extrys
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Extrys commented Apr 29, 2025

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.

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 A to be configured with a text that says the id to the next), but those are things I imagine users will find creative uses for once the mechanism is available.

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.

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Extrys commented Apr 30, 2025

Although the struct is named SceneObject, it’s already used across the codebase to represent any instance of NetworkObject, not just those previously placed in the scene.
Even dynamically instantiated objects are serialized using this structure.
So this change applies universally to all uses of INetworkPrefabInstanceHandler, not only in-scene-object cases.


With that in mind, I’ve prepared a visual comparison to clarify why the deserialization buffer for the instantiation payload currently lives inside SceneObject.Deserialize
image

As shown above, the HasInstantiationPayload flag is handled symmetrically in both Serialize() and Deserialize(). Keeping the payload deserialization inline within SceneObject.Deserialize ensures that all object-related synchronization logic remains co-located, which helps maintain readability and traceability when following the execution flow.

Moving the deserialization logic to AddSceneObject, while possible, would separate serialization and deserialization across different layers.

That said, since AddSceneObject already deals with other responsibilities like calling SynchronizeNetworkBehaviours, moving the deserialization logic there wouldn’t be unreasonable either, especially if buffer reuse is preferred.

Here's a visual representation of how that could look if moved into AddSceneObject:
image

I’m happy to move the deserialization logic if preferred, just wanted to show why it currently sits in SceneObject.Deserialize() to keep things cohesive and close to where the payload is originally serialized.

Let me know what direction you'd like to take, and I’ll gladly adapt the implementation accordingly.


About the naming
I'm open to renaming the interface and method to better align with NGO conventions. Below are a five of options I’ve considered:

/// Option A  - Short concise and easy to undesrtand
INetworkPrefabInstanceDataHandler
   HandleInstanceData()

// Option B   
INetworkPrefabPreInstanceDataHandler
   HandlePreInstanceData()
   
// Option C   - This is also pretty descriptive
INetworkPrefabInstanceSynchronizer
   SynchronizeInstanceData()
   
// Option D
INetworkPrefabInstanceDataSerializer 
   SerializeInstanceData()

// Option E - For me, this is the most descriptive
INetworkPrefabInstantiancePayloadHandler
   HandleInstancePayload()

Happy to hear your thoughts or preferences here!

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EmandM commented Apr 30, 2025

I had another pass today. Definitely agree with what you've said about SceneObject! Unfortunately the reason SceneObject.Serialize and SceneObject.Deserialize are not perfect mirrors is due to the deferred messaging system for distributed authority, so we do need to follow the SynchronizeNetworkBehaviours flow. That does mean deserializing inside the AddSceneObject function, just before the call to CreateLocalNetworkObject.

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 On<event> naming convention. Also how do you feel about the idea of having the new interface extend from INetworkPrefabInstanceHandler?

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()

@Extrys
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Extrys commented Apr 30, 2025

I had another pass today. Definitely agree with what you've said about SceneObject! Unfortunately the reason SceneObject.Serialize and SceneObject.Deserialize are not perfect mirrors is due to the deferred messaging system for distributed authority, so we do need to follow the SynchronizeNetworkBehaviours flow. That does mean deserializing inside the AddSceneObject function, just before the call to CreateLocalNetworkObject.

No problem, I’ll make that change in a few minutes!


Also how do you feel about the idea of having the new interface extend from INetworkPrefabInstanceHandler?

Its a perfect idea, making it easier to use for developers. The next commit will include that.


Mixing and matching from your naming options, what do you think of something like these two options?

Since it’s still an INetworkPrefabInstanceHandler, just extended with support for instantiation-time data, I think INetworkPrefabInstanceHandlerWithData makes the most sense.

In contrast, INetworkPrefabInstanceWithDataHandler might suggest that the "instance" has a data handler, which doesn’t quite match the intended semantics.

Would this option work for you?

public interface INetworkPrefabInstanceHandlerWithData : INetworkPrefabInstanceHandler
{
   void OnSynchronizeInstantiationData<T>(ref BufferSerializer<T> serializer) where T : IReadWrite
}

The method name OnSynchronizeInstantiationData clearly indicates that it’s used to synchronize data for the instantiation process, implying that this happens before the object is actually instantiated.

Let me know what you think. I’ll go ahead and push a commit with these changes in the meantime and await your feedback. 😄

Extrys added 2 commits May 1, 2025 01:32
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
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Extrys commented Apr 30, 2025

All requested changes have been implemented.

  • Moved the payload deserialization into the AddSceneObject, for deferred instantiation compatibility
  • Changed the new interface to be a direct single extended implementation, instead a complement of the handler
  • Some renames to better match what the feature does for developers

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 ✅
Let me know if anything else is needed!

@Extrys Extrys marked this pull request as ready for review April 30, 2025 23:50
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