The plain-English version
Communicating selected game-state changes so remote participants can maintain useful local representations.
Why it matters
You must choose what to send, who may receive it, how often it changes, and how missing updates are handled.
Let’s make it click
A server sends relevant enemy positions to nearby players while keeping private inventory details restricted to their owner.
Vibe Bro’s heads-up
Replicating every value every frame can waste bandwidth and reveal information that a player should not know.
The docs behind it
Documentation links checked .
Editorial review · October 28, 2026
Supported: Selected state can be replicated to relevant recipients. Bandwidth and private-data guidance follows from deciding what the server sends.