MirrorNetworking / MirrorNetworking/Mirror

QoL Suggestion adding flag in NetworkIdentity that can indicate is entity in disabled state on host.

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enhancement
Dominant language
C#
Stars
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Forks
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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

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

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