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Update com.unity.netcode.gameobjects/Documentation~/advanced-topics/message-system/rpc.md
Co-authored-by: Noel Stephens <[email protected]>
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com.unity.netcode.gameobjects/Documentation~/advanced-topics/message-system/rpc.md

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@@ -204,7 +204,7 @@ There are a few other parameters that can be passed to either the `Rpc` attribut
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| Parameter | Description |
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| ----------------------- | ------------------------------------------------------------ |
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| `Delivery` | Controls whether the delivery is reliable (default) or unreliable.<br /><br />Options: `RpcDelivery.Reliable` or `RpcDelivery.Unreliable`<br />Default: `RpcDelivery.Reliable` |
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| `InvokePermission` | Sets an RPC 's invocation permissions.<br /><br />Options:<br /> `RpcInvokePermission.Server` - This RPC throws an exception if invoked by a game client that is not the server.<br />`RpcInvokePermission.Owner` - This RPC throws an exception if invoked by a game client that does not own the object.<br />`RpcInvokePermission.Everyone` - This can be invoked by any connected game client.<br />Default: `RpcInvokePermission.Everyone` |
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| `InvokePermission` | Sets an RPC's invocation permissions.<br /><br />Options:<br /> `RpcInvokePermission.Server` - This RPC throws an exception if invoked by a game client that is not the server.<br />`RpcInvokePermission.Owner` - This RPC throws an exception if invoked by a game client that does not own the object.<br />`RpcInvokePermission.Everyone` - This can be invoked by any connected game client.<br />Default: `RpcInvokePermission.Everyone` |
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| `DeferLocal` | If `true`, RPCs that execute locally will be deferred until the start of the next frame, as if they had been sent over the network. (They will not actually be sent over the network, but will be treated as if they were.) This is useful for mutually recursive RPCs on hosts, where sending back and forth between the server and the "host client" will cause a stack overflow if each RPC is executed instantly; simulating the flow of RPCs between remote client and server enables this flow to work the same in both contexts.<br /><br />Default: `false` |
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| `AllowTargetOverride` | By default, any `SendTo` value other than `SendTo.SpecifiedInParams` is a hard-coded value that cannot be changed. Setting this to `true` allows you to provide an alternate target at runtime, while using the `SendTo` value as a fallback if no runtime value is provided. |
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