20 lines
622 B
C#
20 lines
622 B
C#
|
|
// 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();
|
||
|
|
}
|
||
|
|
}
|