Version: 2017.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NetworkConnection.clientOwnedObjects

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var clientOwnedObjects: HashSet<NetworkInstanceId>;
public HashSet<NetworkInstanceId> clientOwnedObjects;

Description

A list of the NetworkIdentity objects owned by this connection.

This includes the player object for the connection - if it has localPlayerAutority set, and any objects spawned with local authority or set with AssignLocalAuthority. This list is read only.

This list can be used to validate messages from clients, to ensure that clients are only trying to control objects that they own.

#pragma strict
class Handler {
    public static function HandleTransform(netMsg: NetworkMessage) {
        var netId: NetworkInstanceId = netMsg.reader.ReadNetworkId();
        var foundObj: GameObject = NetworkServer.FindLocalObject(netId);
        if (foundObj == null) {
            return ;
        }
        var foundSync: NetworkTransform = foundObj.GetComponent.<NetworkTransform>();
        if (foundSync == null) {
            return ;
        }
        if (!foundSync.localPlayerAuthority) {
            return ;
        }
        if (netMsg.conn.clientOwnedObjects.Contains(netId)) {
            // process message
        }
        else {
            // error
        }
    }
}
using UnityEngine;
using UnityEngine.Networking;

public class Handler { static public void HandleTransform(NetworkMessage netMsg) { NetworkInstanceId netId = netMsg.reader.ReadNetworkId(); GameObject foundObj = NetworkServer.FindLocalObject(netId); if (foundObj == null) { return; } NetworkTransform foundSync = foundObj.GetComponent<NetworkTransform>(); if (foundSync == null) { return; } if (!foundSync.localPlayerAuthority) { return; }

if (netMsg.conn.clientOwnedObjects.Contains(netId)) { // process message } else { // error } } }