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// If we are a client. (A client can be either a normal client or a HOST), we want to send a ServerRPC. ServerRPCs does work for host to make code consistent.
Copy file name to clipboardExpand all lines: MLAPI/Configuration/NetworkConfig.cs
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@@ -126,6 +126,13 @@ public class NetworkConfig
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[Tooltip("Ensures that NetworkedVars can be read even if a client accidental writes where its not allowed to. This will cost some CPU time and bandwidth")]
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publicboolEnsureNetworkedVarLengthSafety=false;
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/// <summary>
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/// Enables scene management. This will allow network scene switches and automatic scene diff corrections upon connect.
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/// SoftSynced scene objects wont work with this disabled. That means that disabling SceneManagement also enables PrefabSync.
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/// </summary>
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[Tooltip("Enables scene management. This will allow network scene switches and automatic scene diff corrections upon connect.\n"+
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"SoftSynced scene objects wont work with this disabled. That means that disabling SceneManagement also enables PrefabSync.")]
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publicboolEnableSceneManagement=true;
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/// <summary>
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/// Whether or not the MLAPI should check for differences in the prefabs at connection.
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/// If you dynamically add prefabs at runtime, turn this OFF
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/// </summary>
@@ -253,6 +260,7 @@ public string ToBase64()
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writer.WriteBits((byte)config.RpcHashSize,3);
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writer.WriteBool(ForceSamePrefabs);
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writer.WriteBool(UsePrefabSync);
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writer.WriteBool(EnableSceneManagement);
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writer.WriteBool(RecycleNetworkIds);
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writer.WriteSinglePacked(NetworkIdRecycleDelay);
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writer.WriteBool(EnableNetworkedVar);
@@ -300,6 +308,7 @@ public void FromBase64(string base64)
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