using UnityEngine; using Unity.Netcode; [System.Serializable] public class Point : INetworkSerializable { public Vector3 position, prevPosition; public bool locked; public Point() {} public Point(Vector3 position, bool locked = false) { this.position = position; this.prevPosition = position; this.locked = locked; } public Point(Vector3 position, Vector3 prevPosition, bool locked = false) { this.position = position; this.prevPosition = prevPosition; this.locked = locked; } public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter { serializer.SerializeValue(ref position); serializer.SerializeValue(ref prevPosition); serializer.SerializeValue(ref locked); } }