Add StickGame Assets
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namespace FishNet.Object.Synchronizing
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{
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/// <summary>
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/// Which clients or server may write updates.
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/// </summary>
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public enum WritePermission : byte
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{
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/// <summary>
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/// Only the server can change the value of the SyncType.
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/// </summary>
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ServerOnly = 0,
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/// <summary>
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/// Server and clients can change the value of the SyncType. When changed by client the value is not sent to the server.
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/// </summary>
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ClientUnsynchronized = 1,
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}
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}
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