The Two Planes
Why the SDK splits networked state into a fast, client-owned view plane and a server-enforced truth plane, and how to tell which one a field belongs to.
Entities, Identity, and Ownership
How every networked actor gets a NetID that every client agrees on, who is allowed to write its view state, and the difference between an owner and a proxy.
Sessions and Presence
What the word session means in the SDK, how the server decides a player is present, and where a match, a lobby or a room lives.
The Host Is a Convention
Why the elected host is a coordination convention on the view plane, not a security boundary, and when to reach for the server-validated host check instead.