> For the complete documentation index, see [llms.txt](https://dotsnet.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://dotsnet.gitbook.io/docs/user-manual/networkidentity.md).

# NetworkIdentity

Every networked Entity needs to have a `NetworkIdentity` component to uniquely identify it across the network.

If an Entity does not have a `NetworkIdentity` component, then DOTSNET ignores it.

## NetworkIdentity API

| Property:            | Description:                                                                                                                                                                                                                    |
| -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `netId`              | Unique ID to identity this Entity over the network. The ID is the same on the server and on the client.                                                                                                                         |
| `prefabId`           | The prefabId of the prefab that this NetworkEntity was based on.                                                                                                                                                                |
| `connectionId`       | <p>The connectionId if the entity is owned by a connection, like a player or a player’s pet.</p><p>Null if not owned by anyone (like a monster).</p><p>This is only known on the server.</p>                                    |
| `owned`              | <p>True if this NetworkEntity is owned by the client, like the player and the player’s pet.</p><p>This is only known on the client.</p>                                                                                         |
| `transformDirection` | `SERVER_TO_CLIENT` to sync position & rotation from the server to all clients. `CLIENT_TO_SERVER` for client authoritative movement where the client syncs it to the server, and the server broadcasts it to all other clients. |
