protected override void NetworkStart()
{
base.NetworkStart();
// Statically assign the player to be this object to have access to it globally
if (IsOwner && isPlayer && MyPlayer == null)
MyPlayer = this;
myUniqueId += NetworkedId.ToString();
if (OwningNetWorker.IsServer)
{
// This was spawned by the server so the data will be initialized at spawn
DataInitialized = true;
return;
}
RPC("InitializeObject", NetworkReceivers.Server);
_authoritativeFrameMutex = new object();
frameHistory.Setup(serializePosition != SerializeVector3Properties.None,
serializeRotation != SerializeVector3Properties.None,
serializeScale != SerializeVector3Properties.None);
}