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com.unity.netcode.gameobjects/Samples~/ClientNetworkTransform/Scripts/ClientNetworkTransform.cs
Unity Technologies 4818405514 com.unity.netcode.gameobjects@1.0.0-pre.5
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [1.0.0-pre.5] - 2022-01-26

### Added

- Added `PreviousValue` in `NetworkListEvent`, when `Value` has changed (#1528)

### Changed

- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)

### Fixed

- Fixed network tick value sometimes being duplicated or skipped. (#1614)
- Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
2022-01-26 00:00:00 +00:00

41 lines
1.7 KiB
C#

using Unity.Netcode.Components;
using UnityEngine;
namespace Unity.Netcode.Samples
{
/// <summary>
/// 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.
/// </summary>
[DisallowMultipleComponent]
public class ClientNetworkTransform : NetworkTransform
{
/// <summary>
/// Used to determine who can write to this transform. Owner client only.
/// Changing this value alone will not allow you to create a NetworkTransform which can be written to by clients.
/// We're using RPCs to send updated values from client to server. Netcode doesn't support client side network variable writing.
/// This imposes state to the server. This is putting trust on your clients. Make sure no security-sensitive features use this transform.
/// </summary>
// This is public to make sure that users don't depend on this IsClient && IsOwner check in their code. If this logic changes in the future, we can make it invisible here
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
CanCommitToTransform = IsOwner;
}
protected override void Update()
{
CanCommitToTransform = IsOwner;
base.Update();
if (NetworkManager.Singleton != null && (NetworkManager.Singleton.IsConnectedClient || NetworkManager.Singleton.IsListening))
{
if (CanCommitToTransform)
{
TryCommitTransformToServer(transform, NetworkManager.LocalTime.Time);
}
}
}
}
}