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The documentation describes the process of creating a new class ClientNetworkTransform to use owner authoritative movement. These are also included in a few samples, so far so good.
Now the stupid question: What does this setting do then? Isn't that exactly what I need? Why would I create a new class and replace it?
I looked for new version of the documentation, but it seems that it's the current one.
Am I missing something or is the documentation outdated?
The text was updated successfully, but these errors were encountered:
When disabling inputs on the client side I initially checked !HasAuthority for a SpawnWithOwnership(client) object. It didn't seem to work there, but this is the recommended way, right? Changing over to checking !IsOwner seemed to work fine, so I didn't test further.
I am using client hosting from the editor with multiplayer play mode.
Specific page:
https://docs-multiplayer.unity3d.com/netcode/current/components/networktransform/#authority-modes
About the site:
The documentation describes the process of creating a new class
ClientNetworkTransform
to use owner authoritative movement. These are also included in a few samples, so far so good.Now the stupid question: What does this setting do then? Isn't that exactly what I need? Why would I create a new class and replace it?
I looked for new version of the documentation, but it seems that it's the current one.
Am I missing something or is the documentation outdated?
The text was updated successfully, but these errors were encountered: