Shared Mode Master Client
Overview
The SharedModeMasterClient
is role given to one client in a Shared Mode
session. A player with this role will have a few unique privileges that other clients will not have access to.
Assignment
By default, the role of SharedModeMasterClient
will be assigned to the player who created a Shared Mode session. Players can determine if they are the SharedModeMasterClient
by simply calling NetworkRunner.IsSharedModeMasterClient
. This role will be reassigned if...
- The
SharedModeMasterClient
leaves or is disconnected; a newSharedModeMasterClient
will be automatically assigned to one of the clients currently in the room. - The
SharedModeMasterClient
executesNetworkRunner.SetMasterClient(PlayerRef player)
SharedModeMasterClient Privileges
As previously mentioned, the SharedModeMasterClient
has a few unique privileges.
Scene Management
In Shared Mode, only the SharedModeMasterClient
has the authority to manage scenes; this includes any method involved with scene management such as NetworkRunner.LoadScene
.
Initial State Authority over Scene Objects
When a new scene is loaded, the SharedModeMasterClient
will have StateAuthority
over all NetworkObjects
baked into the scene.
Is Master Client Object
In the Shared Mode Settings
for NetworkObjects
, if Is Master Client
is set to true, the SharedModeMasterClient
will always have State Authority over this NetworkObject. If a new SharedModeMasterClient
is assigned, the State Authority for this NetworkObject
will transfer to the new SharedModeMasterClient
.
Despawning Objects With No State Authority
If a NetworkObject
has Allow State Authority Override
checked and Destroy When State Authority Leaves
unchecked in its Shared Mode Settings
, the NetworkObject
will not be destroyed if the player disconnects; however, the SharedModeMasterClient
can despawn this object despite not having StateAuthority
over it.
