Authority is a way of deciding who owns an object and has control over it.
Server authority means that the server has control of an object. Server has authority over an object by default. This means the server would manage and control the collectible items, moving platforms, NPCs, and any other networked objects that aren't the player.
Client authority means that the client has control of an object.
Even if a client has authority over an object the server still controls SyncVar and control other serialization features. A component will need to use a Commands to update the state on the server in order for it to sync to other clients.
By default the server has Authority over all objects. The server can give authority to objects that a client needs to control, like the player object.
If you spawn a player object using
NetworkServer.AddPlayerForConnectionthen it will automatically be given authority.
You can give authority to a client when an object is spawned. This is done by passing in the connection to the spawn message
GameObject go = Instantiate(prefab);
You can give authority to a client any time using
AssignClientAuthority. This can be done by calling
AssignClientAuthorityon the object you want to give authority to.
You may want to do this when a player picks up an item
// Command on player object
void CmdPickupItem(NetworkIdentity item)
You can use
identity.RemoveClientAuthorityto remove client authority from an object.
Authority can't be removed from the player object. Instead you will have to replace the player object using
When authority is given to or removed from an object a message will be sent to that client to notify them. This will cause the
OnStopAuthorityfunctions to be called.
identity.hasAuthorityproperty can be used to check if the local player has authority over an object.
identity.connectionToClientproperty can be check to see which client has authority over an object. If it is null then the server has authority.