Layers

GDK for Unreal

If you're using the GDK for Unreal, this page does not apply to you.

If you need further information about terminology used in this concept documentation, take a look at the glossary.

Layers are a concept that organises both the components in your game world, and the workers that simulate the world.

What layers are

You can look at layers in two ways:

  • A layer is a group of components on entities in the game world.
  • A layer comprises the server-worker instances that have write access authority over one of those groups of components.

To explore that in more detail: for the entities in the world, you split their components up into layers. A particular entity component being in a particular layer means that server-worker instances that belong to that layer can have write access authority over those entity components.

For example, you might say that a particular entity's Position and Rotation components should be in the Physics layer, which means that server-worker instances with the Physics attribute are able to have write access authority over these entity components.

Then, for each layer, you can decide separately how to load-balance the server-worker instances responsible for simulating the layer.

For example, for a layer simulating the physics in the world, you might need quite a few server-worker
instances to handle the work of that layer, but for a layer that involves managing a chat system, you might only need one server-worker instance for the whole world.

What about client-workers?

Client-worker instances aren’t part of layers, and neither are the components they have write access authority over. If you want a client-worker instance to have write access authority over a component, you don't specify a layer for that component, and instead specify that it’s assigned to a specific client-worker instance.

Updated about a year ago


Layers


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