// 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(); } }