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StudyCase/Assets/Mirror/Components/NetworkName.cs

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2025-12-02 18:48:32 +08:00
// sync a GameObject's name over the network.
// useful for debugging (same name on server and client),
// loading configurations per-character, healthbars, etc.
using UnityEngine;
namespace Mirror
{
[DisallowMultipleComponent]
public class NetworkName : NetworkBehaviour
{
// server-side serialization
public override void OnSerialize(NetworkWriter writer, bool initialState) =>
writer.WriteString(name);
// client-side deserialization
public override void OnDeserialize(NetworkReader reader, bool initialState) =>
name = reader.ReadString();
}
}