You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/Documentation~/terms-concepts/ownership.md
+3-3Lines changed: 3 additions & 3 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -31,13 +31,13 @@ Here's a table showing what actions the authority vs the owner can do in a clien
31
31
32
32
## Ownership in distributed authority
33
33
34
-
In [distributed authority](./distributed-authority.md) the owner of an object is always the authority of that object. In this way, ownership comes before authority. Authority can be transferred between clients via changing and requesting ownership.
34
+
In [distributed authority](./distributed-authority.md) the owner of a NetworkObject is always the authority of that NetworkObject. In this way, ownership comes before authority. Authority can be transferred between clients via changing and requesting ownership.
When building your game you can use [ownership permissions](../advanced-topics/networkobject-ownership.md#ownership-permissions-settings) to control how and when ownership of objects can be transferred between clients.
38
+
When building your game, you can use [ownership permissions](../advanced-topics/networkobject-ownership.md#ownership-permissions-settings) to control how and when ownership of o NetworkObjects can be transferred between clients.
39
39
40
-
Objects with the `OwnershipStatus.Distributable` permission will have their ownership automatically distributed between all connected game clients whenever a new client joins or an existing client leaves. This is the key mechanism in how the game simulation is distributed between clients in a distributed authority session.
40
+
NetworkObjects with the `OwnershipStatus.Distributable` permission have their ownership automatically distributed between all connected game clients whenever a new client joins or an existing client leaves. This is the key mechanism in how the game simulation is distributed between clients in a distributed authority session.
0 commit comments