MirrorNetworking / MirrorNetworking/Mirror
QoL Suggestion adding flag in NetworkIdentity that can indicate is entity in disabled state on host.
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- Dominant language
- C#
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Description
Please explain the suggested feature in detail.
Mirror on a host with a local client disables visibility in InterestManagementBase.SetHostVisibility
While this method is virtual it would be nice QoL to have a flag in NetworkIdentity for this as some other game logic might benefit from easier identifying this special case.
How exactly does this keep you from releasing your game right now?
This is not a blocker but QoL improvement.
Can you suggest a possible solution?
I would suggest adding in NetworkIdentity flag isDisabledOnHost
And setting this flag like so:
identity.isDisabledOnHost = !visible;
in InterestManagementBase.SetHostVisibility
Additional context
Add any other context or screenshots about the feature request here.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating NetworkIdentity and InterestManagementBase.SetHostVisibility, then read how the method determines the visible state for a host's local client. Add the requested flag to NetworkIdentity and update it from SetHostVisibility using the visibility result. Done means game logic can identify entities disabled on the host without overriding the method.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- game-dev, networking
- Issue type
- Feature
- Difficulty
- 2/5
- Estimated time
- 1-3 hours
- Activity status
- Quiet
- Clarity
- Clearly specified
- Newbie friendliness
- 72/100