Limitations

Synchronization with Strix is flexible and powerful, but like any system, it has some limitations that users should be aware of.

Replicator Registration

In order for the objects to be replicated, they have to be registered in advance. This means you can only replicate objects that existed in the project at build time, either in a scene or as a prefab. Also, this means that the objects instantiated from Unity’s Asset bundles cannot be replicated with Strix.

Hierarchy

You cannot parent one replica to another, however deep in the hierarchy. You can parent a replica to a non-replicated GameObject in a scene.

Property Types

Strix can serialize a number of different types so that many different members can be synced or sent with an RPC. However, it cannot serialize everything without some advanced work on the user’s part.