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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -24,6 +24,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issues with the "Client-server quickstart for Netcode for GameObjects" script having static methods and properties. (#3787)
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- Fixed issue where invoking an RPC, on another `NetworkBehaviour` associated with the same `NetworkObject` that is ordered before the `NetworkBehaviour` invoking the RPC, during `OnNetworkSpawn` could throw an exception if scene management is disabled. (#3782)
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- Fixed issue where the `Axis to Synchronize` toggles didn't work with multi object editing in `NetworkTransform`. (#3781)
@@ -215,14 +219,14 @@ In your Hello World project, you created a NetworkManager by adding the pre-crea
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The `HelloWorldManager.cs` script accomplishes this menu within the `StartButtons().` After you select a button, the `StatusLabels()`method adds a label on-screen to display which mode you have selected. This helps distinguish Game view windows from each other when testing your multiplayer game.
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```csharp
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staticvoidStartButtons()
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privatevoidStartButtons()
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{
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if (GUILayout.Button("Host")) NetworkManager.Singleton.StartHost();
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if (GUILayout.Button("Client")) NetworkManager.Singleton.StartClient();
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if (GUILayout.Button("Server")) NetworkManager.Singleton.StartServer();
@@ -470,7 +474,7 @@ The `Rpc` sets the position NetworkVariable on the server's instance of the play
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The server instance of the player modifies the `Position``NetworkVariable` through the `Rpc`. If the player is a client, it must apply the position locally inside the `Update` loop. (Since the two values are the same on the server, the server can run the same logic with no side effects, but you could also add `if(IsClient)` here.)
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```csharp
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voidUpdate()
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privatevoidUpdate()
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{
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transform.position=Position.Value;
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}
@@ -479,7 +483,7 @@ The server instance of the player modifies the `Position` `NetworkVariable` thro
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Because the `HelloWorldPlayer.cs` script handles the position NetworkVariable, the `HelloWorldManager.cs` script can define the contents of `SubmitNewPosition()`.
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```csharp
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staticvoidSubmitNewPosition()
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privatevoidSubmitNewPosition()
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{
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if (GUILayout.Button(NetworkManager.Singleton.IsServer?"Move":"Request Position Change"))
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