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Caption and typos
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@ -6,13 +6,13 @@ Mirror cannot support multiple Network Identity components within an object hier
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Let's start with the simple case of a single attachment point, called `RightHand`, that is somewhere down the hierarchy of our Player, likely at the end of an arm. In a script that inherits from NetworkBehaviour on the Player Prefab, we'd have a SyncVar enum with various choices of what the player is holding, and a `GameObject` reference where `RightHand` can be assigned in the inspector, and a Hook for the SyncVar to swap out the art of the held item based on the new value.
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In the image below, I've created a simple player capsule with an arm and hand, and I've made some prefabs to be equiipped (Ball, Box, Cylinder) and a Player Equip script to handle them.
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In the image below, I've created a simple player capsule with an arm and hand, and I've made some prefabs to be equipped (Ball, Box, Cylinder) and a Player Equip script to handle them.
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![](ChildObjects1.PNG)
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![Screenshot of Player with Equip Script](ChildObjects1.PNG)
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Here's the Player Equip script to handle the changing of the equipped item:
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```
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```cs
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using UnityEngine;
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using Mirror;
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