{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Struct NetworkId | Netcode for Entities | 1.1.0-pre.3
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    Struct NetworkId

    The connection identifier assigned by the server to the incoming client connection. The NetworkIdComponent is used as temporary client identifier for the current session. When a client disconnects, its network id can be reused by the server, and assigned to a new, incoming connection (on a a "first come, first serve" basis). Thus, there is no guarantee that a disconnecting client will receive the same network id once reconnected. As such, the network identifier should never be used to persist - and then retrieve - information for a given client/player.

    Implements
    IComponentData
    IQueryTypeParameter
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.NetCode
    Assembly: solution.dll
    Syntax
    public struct NetworkId : IComponentData, IQueryTypeParameter

    Fields

    Name Description
    Value

    The network identifier assigned by the server. A valid identifier it is always greater than 0.

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