PlayerObject Editor
ClientSim can simulate how PlayerObjects work. When entering play mode, PlayerObjects will be spawned in, and their synced properties restored.
Usage
When you enter play mode, ClientSim spawns PlayerObjects and restores their persistent properties. Select any PlayerObject in your Hierarchy window to see its ClientSimNetworkingView
and ClientSimNetworkIdHolder
components.
The ClientSimNetworkIdHolder
component shows the names and values of a component's synced properties.
- Network Id: The network ID of the game object.
- This property is filled in just before Unity loads the scene. The scene will not run if it has network ID issues.
- Network Components: A list of saved components on this game object.
- This property contains all the persisted data of this object.
The data used by ClientSim for PlayerObjects is stored in your project at projectName/ClientSimStorage/PlayerObjects/PlayerObjects_#_SceneName.json
. You can find this file using your standard file browser.