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NetSync

namespace Griff.Scenes;
public enum NetSync

Who keeps an entity: shared by everyone in a network game, or each machine’s own.

  • Auto = 0: Cameras, the HUD, menus and music are each machine’s own; everything else is shared.
  • Shared = 1: The host’s copy is sent to everyone.
  • Local = 2: Every machine has its own, from the scene, and never sends it: a local effect, a HUD.