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Co-authored-by: Emma <emma.mcmillan@unity3d.com>
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com.unity.netcode.gameobjects/Documentation~/components/core/networkobject.md

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@@ -47,7 +47,7 @@ To spawn a `NetworkObject` that is [owned](../../terms-concepts/ownership.md) by
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GetComponent<NetworkObject>().SpawnWithOwnership(clientId);
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```
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> [!NOTE]
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> When using the `SpawnWithOwnership` method, be aware that any component that has owner-specific checks to perform specific actions won't be invoked on the spawn authority side during the spawn sequence. The spawn authority is the server when using a client-server network topology, and can be any client when using a distributed authority network topology. Using `SpawnWithOwnership` can impact things like [NetworkTransform](../helper/networktransform.md) when using an owner authority motion model, and potentially provide undesired parenting artifacts and/or impact your own scripts if you are planning to have the spawn authority make any further post-spawn adjustments within the same frame.
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> The `SpawnWithOwnership` method allows a game client to spawn an object that it doesn't own. This means any owner-specific checks during the spawn sequence will not be invoked on the spawn authority side. Using `SpawnWithOwnership` can result in unexpected behavior if the spawn authority makes any additional post-spawn adjustments within the same frame.
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> To avoid potential issues, it's recommended to use `Spawn` if the spawn authority needs to make any adjustments post-spawn. After adjusting, the spawn authority can immediately follow with a call to `ChangeOwnership`.
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To change ownership, use the `ChangeOwnership` method:

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