Legacy Documentation: Version 5.3
LanguageEnglish
  • C#
  • JS

Script language

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

NetworkTransform.clientMoveCallback2D

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

Sumbission failed

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

Close

Cancel

public var clientMoveCallback2D: Networking.NetworkTransform.ClientMoveCallback2D;

Description

A callback that can be used to validate on the server, the movement of client authoritative objects.

This version of the callback works with objects that use 2D physics. The callback function may return false to reject the movement request completely. It may also modify the movement parameters - which are passed by reference.

The example below set the callback in OnStartServer, and will disconnect a client that moves an object into an invalid position after a number of failures.

no example available in JavaScript
class MyMover
{
	public int cheatCount = 0;

public bool ValidateMove(ref Vector2 position, ref Vector2 velocity, ref float rotation) { Debug.Log("pos:" + position); if (position.y > 9) { position.y = 9; cheatCount += 1; if (cheatCount == 10) { Invoke("DisconnectCheater", 0.1f); } }

return true; }

void DisconnectCheater() { Debug.LogError("Disconnecting cheater for movement violations " + netId); GetComponent<NetworkIdentity>().connectionToClient.Disconnect(); }

public override void OnStartServer() { GetComponent<NetworkTransform>().clientMoveCallback2D = ValidateMove; } }

This kind of server-side movement validation should be used in conjunction with client side movement validation. The callback should only detect a failure if a client is by-passing client side movement checks - by cheating.