PurrNet
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    • ‼️Unique to PurrNet
    • 💲Pricing
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    • Installation
    • Minimal Setup
    • Converting to PurrNet
      • Converting from Mirror
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  • 📚Simple Guides
    • Easy Multiplayer Physics (input Sync)
  • 🖥️Systems and modules
    • Network Manager
      • Network Rules
      • Network Prefabs
      • Network Visibility
        • Distance condition
      • Authentication
    • Transports
      • Composite Transport
      • UDP Transport
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      • Don't destroy on load
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        • SyncVar
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        • SyncInput
    • Remote Procedure Calls
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      • Overview
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      • Predicted Hierarchy
      • Best Practices
      • Input Handling
      • State Handling
    • Instance Handler
    • Collider Rollback
    • BitPacker
      • Networking custom classes, structs & types
  • Plug n' play components
    • Network Transform
    • Network Animator
    • Network Ownership Toggle
    • Network Reflection
    • Network State Machine
  • 🎮Full game guides
    • 🔫First Person Shooter
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    • Chat system with broadcasts
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    • Dissonance
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  1. Plug n' play components

Network Reflection

PreviousNetwork Ownership ToggleNextNetwork State Machine

Last updated 5 months ago

The Network Reflection component will take another component as input, and will expose any values within, in order for you to toggle which should be automatically synchronized across the network. This makes it super easy for you to convert your scripts from single player to multiplayer. This can be done with any component, even Unity default ones.

It also holds the "Owner Auth" setting, in order to change who is responsible for this synchronizing, whether that'd be the owner or server.

Example of the component used on a trail renderer to auto sync the emitting property