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Question Is this behaviour of IsLocalPlayer intended?

Discussion in 'Netcode for GameObjects' started by jackward84, Jul 21, 2023.

  1. jackward84


    Jan 26, 2017
    Example of behaviour:

    • Player joins the server and has a player (network) object assigned as their player object.
    • The server calls
      NetworkObject.Despawn(destroy: false)
      , or
      on the network object.
    • Now, if the host checks runs the check on the object:
      returns true.

    This behaviour, in hindsight, might have been the expected behaviour. But it leads to needing a lot of extra checks over the codebase to make sure that IsLocalPlayer really means "something that belongs to the host player", whereas a despawned/non destroyed network object or an object without any specific player ownership, I would not really expect to belong to the host "player client".

    For example, I would never expect to ask "IsLocalPlayer" on a server and get a returned value of true, so it also doesn't make much sense to me that "network objects without an assigned owner are a player object of the host".

    The description of "IsLocalPlayer" doesn't make any caveat about this either.

    Code (CSharp):
    1.         /// <summary>
    2.         /// If a NetworkObject is assigned, it will return whether or not this NetworkObject
    3.         /// is the local player object.  If no NetworkObject is assigned it will always return false.
    4.         /// </summary>
    5.         public bool IsLocalPlayer { get; private set; }