using System.Collections; using System.Collections.Generic; using Unity.Netcode.Components; using UnityEngine; /// /// 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. /// [DisallowMultipleComponent] public class ClientNetworkTransform : NetworkTransform { public AuthorityMode authorityMode = AuthorityMode.Client; protected override bool OnIsServerAuthoritative() => authorityMode == AuthorityMode.Server; } public enum AuthorityMode { Server, Client }