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Added documentation page for Multiplayer Use Cases Sample (#1326)
Co-authored-by: Vic Cooper <[email protected]>
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docs/learn/bitesize/bitesize-introduction.md

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The Bitesize Samples repository provides a series of sample code as modules to use in your games and better understand Netcode for GameObjects (Netcode).
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* [Multiplayer Use Cases](bitesize-usecases.md) - Learn more about core Netcode For GameObjects (Netcode) features through practical examples and In-Editor tutorials.
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* [2D Space Shooter Sample](bitesize-spaceshooter.md) - Learn more about physics movement and status effects using Netcode `NetworkVariables` and `ObjectPooling`.
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* [Invaders Sample](bitesize-invaders.md) - Learn more about game flow, modes, unconventional movement networked, and a shared timer.
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* [Client Driven Sample](bitesize-clientdriven.md) - Learn more about Client driven movements, networked physics, spawning vs statically placed objects, object reparenting.
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---
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id: bitesize-usecases
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title: Multiplayer Use Cases sample
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description: Learn about the scenes in the Multiplayer Use Cases sample.
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---
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The [Multiplayer Use Cases Sample](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/tree/main/Basic/MultiplayerUseCases) provides multiple scenes that explain some APIs, systems, and concepts that you can use with Netcode for GameObjects:
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- Server-side manipulation of data sent by Clients.
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- State synchronization through NetworkVariables.
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- Proximity interactions that are only visible only to the local player.
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- Client-server communication through Remote Procedure Calls (RPCs).
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### Tutorials
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Each scene includes a tutorial to help you locate the scripts and GameObjects it uses. Follow the tutorial included in each sample scene to learn how to use it.
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The tutorials that open with each scene use the [Tutorial Framework package](https://docs.unity3d.com/Packages/[email protected]/manual/index.html). You can open each tutorial at any time from the **Tutorials** menu.
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## The NetvarVsRpc scene
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The NetvarVsRpc scene explains why to use NetworkVariables instead of Remote Procedure Calls (RPCs) to perform state synchronization.
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## The NetworkVariables scene
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The NetworkVariables scene shows you how to use NetworkVariables to perform state synchronization in a way that also sends the most recent information to late joining or reconnecting clients.
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## The ProximityChecks scene
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The ProximityChecks scene shows you how to detect the local user and enable or disable in-game actions based on the player character's distance from a GameObject.
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## The RPCs scene
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The RPCs scene semonstrates the following Remote Procedure Call (RPC) processes:
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* Use RPCs to send information from clients to the server.
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* Perform server-side manipulation of the data sent.
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* Use connection approval to determine the spawn position of the player.
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## Additional resources
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- Get help and ask questions on [Multiplayer Discussions](https://discussions.unity.com/lists/multiplayer).
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- Join the community of Multiplayer creators on the [Multiplayer Networking Discord](https://discord.gg/unity-multiplayer-network).
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- [Request a feature or report a bug](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/issues/new/choose).

sidebars.js

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"type": "category",
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"label": "Bitesize samples",
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"items": [
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{
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"type": "doc",
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"id": "learn/bitesize/bitesize-usecases"
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},
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{
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"type": "doc",
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"id": "learn/bitesize/bitesize-introduction"

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