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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using Unity.Netcode;
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using UnityEngine;
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//this script syncs player components position and rotation in a global space
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public class PlayerGlobalCompontentSync : NetworkBehaviour
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{
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//the owner of the player object should write to the network variable, all others should read it
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private NetworkVariable<Vector3> pos = new NetworkVariable<Vector3>(writePerm: NetworkVariableWritePermission.Owner);
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private NetworkVariable<Quaternion> rot = new NetworkVariable<Quaternion>(writePerm: NetworkVariableWritePermission.Owner);
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private void Update()
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{
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if (IsOwner)
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{
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pos.Value = transform.position;
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rot.Value = transform.rotation;
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}
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else
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{
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transform.position = pos.Value;
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transform.rotation = rot.Value;
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}
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}
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}
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