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@@ -1038,11 +1038,25 @@ public enum InterpolationTypes
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[Range(0.01f,1.0f)]
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publicfloatScaleMaxInterpolationTime=0.1f;
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/// <summary>
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/// Determines if the server or client owner pushes transform states.
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/// </summary>
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publicenumAuthorityModes
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{
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/// <summary>
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/// Server pushes transform state updates
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/// </summary>
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Server,
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/// <summary>
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/// Client owner pushes transform state updates.
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/// </summary>
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Owner,
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}
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/// <summary>
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/// Determines whether this <see cref="NetworkTransform"/> instance will have state updates pushed by the server or the client owner.
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/// <see cref="AuthorityModes"/>
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/// </summary>
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#if MULTIPLAYER_SERVICES_SDK_INSTALLED
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[Tooltip("Selects who has authority (sends state updates) over the transform. When the network topology is set to distributed authority, this always defaults to owner authority. If server (the default), then only server-side adjustments to the "+
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"transform will be synchronized with clients. If owner (or client), then only the owner-side adjustments to the transform will be synchronized with both the server and other clients.")]
@@ -1052,7 +1066,6 @@ public enum AuthorityModes
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#endif
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publicAuthorityModesAuthorityMode;
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-
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/// <summary>
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/// When enabled, any parented <see cref="NetworkObject"/>s (children) of this <see cref="NetworkObject"/> will be forced to synchronize their transform when this <see cref="NetworkObject"/> instance sends a state update.<br />
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/// This can help to reduce out of sync updates that can lead to slight jitter between a parent and its child/children.
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