case5
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19
Assets/Mirror/Components/NetworkName.cs
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19
Assets/Mirror/Components/NetworkName.cs
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// sync a GameObject's name over the network.
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// useful for debugging (same name on server and client),
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// loading configurations per-character, healthbars, etc.
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using UnityEngine;
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namespace Mirror
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{
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[DisallowMultipleComponent]
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public class NetworkName : NetworkBehaviour
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{
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// server-side serialization
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public override void OnSerialize(NetworkWriter writer, bool initialState) =>
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writer.WriteString(name);
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// client-side deserialization
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public override void OnDeserialize(NetworkReader reader, bool initialState) =>
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name = reader.ReadString();
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}
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}
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