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* update ClientNetworkTransform information
This just provides users with a bit more information about setting NetworkTransform into owner/client authoritative mode,
* update
adjusting the text copy and pointing the example of the ClientNetworkTransform to the co-op samples version
* update
Applying suggested update for section that outlines how to add the multiplayer samples utilities package to your project.
Co-authored-by: Christopher Pope <[email protected]>
Co-authored-by: Larah Armstrong <[email protected]>
`NetworkTransform` always synchronizes positions from the server to the clients and position changes on the clients are not allowed. Netcode for GameObjects comes with a sample containing a `ClientNetworkTransform`. This transform synchronizes the position of the owner client to the server and all other client allowing for client authoritative gameplay.
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The `ClientNetworkTransform` lives inside the Multiplayer Samples Utilities package. You can add this package via the `Package Manager` window in the Unity Editor by selecting `add from Git URL` and adding the following URL: `https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#main`
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You can use the existing ClientNetworkTransform in the Multiplayer Samples Utilities package.<br />
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To add the Multiplayer Samples Utilities package:
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Or you can directly add this line to your `manifest.json` file:
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- Open the Package Manager by selecting Window > Package Manager.
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- Select the plus button (+) > Add from git URL....
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- Copy and paste the following Git URL: https://github.com/Unity-> Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#main
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- Select Add.
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Optionally, you can directly add this line to your `manifest.json` file:
You can also create your own `ClientNetworkTransform` by deriving from `NetworkTransform`, overriding the `OnIsServerAuthoritative` virtual method, and returning false:
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