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Unity 5.1 Networking Components in Local Multiplayer
Post Body
I am currently developing a 2.5d fighting game with local multiplayer. The game currently loads in the selected characters at the start of each match by instantiating prefabs of characters loaded in via Resources.Load.
My question is: if I were to add the new networking components Unity 5.1 to my character prefabs, would it break existing functionality in non-networked matches? Like say, I added the Network Identity or Network Transform components to all of my character prefabs then started a local game, would Unity throw errors?
If it would, what would be the best way to handle such a game?
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- 9 years ago
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