21 lines
885 B
C#
21 lines
885 B
C#
using Unity.Netcode.Components;
|
|
using UnityEngine;
|
|
|
|
namespace Unity.Multiplayer.Samples.Utilities.ClientAuthority {
|
|
/// <summary>
|
|
/// Used for syncing a transform with client side changes. This includes host. Pure server as owner isn't supported by
|
|
/// this. Please use NetworkTransform
|
|
/// for transforms that'll always be owned by the server.
|
|
/// </summary>
|
|
[DisallowMultipleComponent]
|
|
public class ClientNetworkTransform : NetworkTransform {
|
|
/// <summary>
|
|
/// Used to determine who can write to this transform. Owner client only.
|
|
/// This imposes state to the server. This is putting trust on your clients. Make sure no security-sensitive features
|
|
/// use this transform.
|
|
/// </summary>
|
|
protected override bool OnIsServerAuthoritative() {
|
|
return false;
|
|
}
|
|
}
|
|
} |