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Updated deprecation dates
- We still need to replace NetworkOwnerChecker
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@ -9,7 +9,7 @@ namespace Mirror
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/// <para>Any object with this component on it will only be visible to other objects in the same match.</para>
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/// <para>This would be used to isolate players to their respective matches within a single game server instance. </para>
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/// </summary>
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// Deprecated 2021-02-17
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// Deprecated 2021-07-16
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[Obsolete(NetworkVisibilityObsoleteMessage.Message)]
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[DisallowMultipleComponent]
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[AddComponentMenu("Network/NetworkMatchChecker")]
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@ -9,7 +9,7 @@ namespace Mirror
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/// <para>Any object with this component on it will only be visible to the client that has been assigned authority for it.</para>
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/// <para>This would be used for spawning a non-player networked object for single client to interact with, e.g. in-game puzzles.</para>
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/// </summary>
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// Deprecated 2021-02-17
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// Deprecated 2021-09-06
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[Obsolete(NetworkVisibilityObsoleteMessage.Message)]
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[DisallowMultipleComponent]
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[AddComponentMenu("Network/NetworkOwnerChecker")]
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@ -8,7 +8,7 @@ namespace Mirror
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/// Component that controls visibility of networked objects for players.
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/// <para>Any object with this component on it will not be visible to players more than a (configurable) distance away.</para>
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/// </summary>
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// Deprecated 2021-02-17
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// Deprecated 2021-07-13
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[Obsolete(NetworkVisibilityObsoleteMessage.Message)]
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[AddComponentMenu("Network/NetworkProximityChecker")]
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[RequireComponent(typeof(NetworkIdentity))]
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@ -10,7 +10,7 @@ namespace Mirror
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/// <para>Any object with this component on it will only be visible to other objects in the same scene</para>
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/// <para>This would be used when the server has multiple additive subscenes loaded to isolate players to their respective subscenes</para>
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/// </summary>
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// Deprecated 2021-02-17
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// Deprecated 2021-07-13
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[Obsolete(NetworkVisibilityObsoleteMessage.Message)]
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[DisallowMultipleComponent]
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[AddComponentMenu("Network/NetworkSceneChecker")]
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