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.