Description
The IsProxy
property of a GameObject
indicates whether the object is a networked entity owned by another client. If this property is true
, it means that the current client does not have control over the object, and therefore, should not attempt to move or manipulate it.
Usage
Use the IsProxy
property to determine if a GameObject
is controlled by another client in a networked environment. This is particularly useful in multiplayer scenarios where objects may be synchronized across different clients, and you need to ensure that only the owning client can manipulate the object.
Example
// Example of checking if a GameObject is a proxy
GameObject myObject = ...; // Assume this is a valid GameObject
if (myObject.IsProxy)
{
// This object is controlled by another client
// Avoid making changes to its state
// For example, do not attempt to move it
// myObject.Transform.Position = new Vector3(0, 0, 0); // Avoid this
}
else
{
// This object is controlled by this client
// Safe to manipulate
myObject.Transform.Position = new Vector3(0, 0, 0);
}