From 9400136f0affb111c08725e1c9944bb6e5c4354a Mon Sep 17 00:00:00 2001 From: mischa <16416509+miwarnec@users.noreply.github.com> Date: Fri, 1 Nov 2024 12:38:29 +0100 Subject: [PATCH] Update Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com> --- .../NetworkTransform/NetworkTransformHybrid2022.cs | 6 ------ 1 file changed, 6 deletions(-) diff --git a/Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs b/Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs index 2b3188e27..105f81692 100644 --- a/Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs +++ b/Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs @@ -22,12 +22,6 @@ public class NetworkTransformHybrid2022 : NetworkBehaviour [Tooltip("The Transform component to sync. May be on on this GameObject, or on a child.")] public Transform target; - // TODO SyncDirection { ClientToServer, ServerToClient } is easier? - [Obsolete("NetworkTransform clientAuthority was replaced with syncDirection. To enable client authority, set SyncDirection to ClientToServer in the Inspector.")] - [Header("[Obsolete]")] // Unity doesn't show obsolete warning for fields. do it manually. - [Tooltip("Set to true if moves come from owner client, set to false if moves always come from server")] - public bool clientAuthority; - // Is this a client with authority over this transform? // This component could be on the player object or any object that has been assigned authority to this client. protected bool IsClientWithAuthority => isClient && authority;