# Location Network States

A Location Network State manages multiple state transitions for a single synchronisation. For example, if you have multiple doors in a scene, you can use a separate Location Network State for each door to control whether it's open or closed.

A Location Network State is defined by the addition of an `LVR_Location_NetworkState` script. The parameters that you can define in the script are described in the following table.

<table><thead><tr><th width="230">Parameter</th><th width="491.3333333333333">Description</th></tr></thead><tbody><tr><td>Network State Manager</td><td><strong>Required</strong><br><br>Reference to the Network State Manager Game Object. For more information, see <a data-mention href="network-state-manager">network-state-manager</a>.</td></tr><tr><td>State ID</td><td><strong>Required</strong><br><br>A 5 to 10 digit ID for this state. You can choose any combination of numbers, but the State ID must be unique in this scene.</td></tr><tr><td>Pretty Name</td><td>A name for the state. This appears in logs.</td></tr><tr><td>Don't Record State</td><td>If you select this check box, transitions for this state are not included in recordings.</td></tr><tr><td>Description</td><td>A description of this state. Maximum of 200 characters.</td></tr><tr><td>Current State</td><td>Stores the current state. If you change the value of this property in the Unity Editor, you change the default start value.</td></tr></tbody></table>
