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; } } }