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ClientNetworkTransform should be obsolete? #1404

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ModischFabrications opened this issue Jan 20, 2025 · 1 comment
Open

ClientNetworkTransform should be obsolete? #1404

ModischFabrications opened this issue Jan 20, 2025 · 1 comment
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type:feedback Issue containing feedback. Can submitted via the website.

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@ModischFabrications
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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?

Image

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Am I missing something or is the documentation outdated?

@ModischFabrications ModischFabrications added the type:feedback Issue containing feedback. Can submitted via the website. label Jan 20, 2025
@ModischFabrications
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There might also a misleading explanation in https://docs-multiplayer.unity3d.com/netcode/current/basics/ownership/#isserver or I made a mistake somewhere else, I haven't tried reproducing yet.

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.

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