using Unity.Netcode.Components; using UnityEngine; namespace Unity.Multiplayer.Samples.Utilities.ClientAuthority { /// /// Used for syncing an animator with client side changes. This includes host. Pure server as owner isn't supported /// by this. Please use NetworkAnimator for animations that'll always be owned by the server. /// [DisallowMultipleComponent] public class ClientNetworkAnimator : NetworkAnimator { /// /// Used to determine who can write to this animator. Owner client only. /// This imposes state to the server. This is putting trust on your clients. Make sure no security-sensitive features use this animator. /// protected override bool OnIsServerAuthoritative() { return false; } } }