using Unity.Netcode.Components;
using UnityEngine;
namespace Unity.Multiplayer.Samples.Utilities.ClientAuthority
{
///
/// 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
{
///
/// 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.
///
protected override bool OnIsServerAuthoritative()
{
return false;
}
}
}