Known limitations
We'd rather you read these here than discover them mid-session.
Synchronization scope
- Assets, baked data and Terrain data assets are not synchronized (references to assets are).
- Prefab Mode (editing prefab assets) is not collaborative.
- One component or created hierarchy is limited to 240 KB of serialized data per change.
- Whole-component sync uses Unity's serializer: values are applied the way Unity serializes them; 64-bit integer fields above 2^53 may lose precision.
Identity
- Everyone must open the same committed scene version. Objects that exist only on one machine and were never saved can't be matched.
- Session-created objects get different local file ids on each machine when saved — use Share scene with team before committing (see Conflicts & locking).
Behavior
- Remote changes are not added to your Undo stack (by design).
- Snapshots contain the scene file only, not referenced assets. Restoring requires reloading the scene.
- A restore announced while a realtime server is unavailable is not replayed later — restore again.
- Play Mode changes are never shared; remote changes made while you're in Play Mode are applied when you exit.
- Domain reloads that take longer than ~15 s lose your locks (you rejoin automatically; your queued edits are re-locked or reverted).
Platform
- Verified against: the Node/TypeScript server test suites, the C# core test suite and a C#⇄server end-to-end test; Editor-layer code is type-checked against Unity's API in CI. Interactive behavior inside the Unity Editor must be validated in Unity (see
unity/SampleProject) before each release. - Unity versions older than 2021.3 are not supported.
- One realtime protocol encoding (JSON). Binary encoding is planned behind protocol negotiation.