> For the complete documentation index, see [llms.txt](https://ss3d.gitbook.io/dev-guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ss3d.gitbook.io/dev-guide/networking/fishnet-networking/client.md).

# Client

## Client

The client is a game instance that is connected to a server game instance, it receives all network packets the server wants to send it, so a character position is set by the server so every client sees your player in the same position.

## Code that runs on the client

Logic that will only run on the client game instance. Usually in Unity game development we use attributes for defining those rules, they are little tags that go above the method declaration, which does depend a lot on the networking framework you’re using in your game.

We are using **FishNet Networking**, the attribute is **\[**<mark style="color:purple;">**Client**</mark>**]**, but code that is not sent to either clients or the server is always local to that game instance, so you only use that when you want to prevent the server game instance running that code.

## Client attribute

\[<mark style="color:purple;">Client</mark>]

The client attribute prevents the server from running a method.

## Examples

<details>

<summary>Initializing a game screen</summary>

```
[Client]
private void Setup()
{
    LastScreen = ScreenType.None;

    if (_canvasGroup != null)
    {
        bool foundCanvas = TryGetComponent(out CanvasGroup canvasGroup);
        _canvasGroup = foundCanvas ? canvasGroup : GameObjectCache.AddComponent<CanvasGroup>();
    }

    SetScreenState(ScreenType.Lobby, true);

    ChangeGameScreenEvent.AddListener(HandleChangeGameScreen);
    ChangeCameraEvent.AddListener(HandleChangeCamera);
}
```

The \[<mark style="color:purple;">Client</mark>] attribute is preventing a server from preparing an UI, as it should not exist in a headless server. The server doesn't **play** the game, it **manages** the game.

</details>


---

# Agent Instructions
This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com.

## Querying This Documentation
If you need additional information that is not directly available in this page, you can query the documentation by asking a question.

Perform an HTTP GET request on the following URL with the `ask` and `goal` query parameters:

```
GET https://ss3d.gitbook.io/dev-guide/networking/fishnet-networking/client.md?ask=<question>&goal=<user_goal>
```

`ask` is the immediate question: it should be specific, self-contained, and written in natural language.
`goal` is what the user is ultimately trying to achieve, the reason they need the answer. Sharing it helps GitBook give you a better, more relevant answer. A goal is most helpful when it describes the outcome the user wants rather than restating the question. For example, with `ask=how do I create an API token`, a goal like `automate deployments from our CI pipeline` lets GitBook tailor the answer to that use case.

The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
