%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &1 MonoBehaviour: m_ObjectHideFlags: 61 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 4111970df3904877aade1a474116e5c2, type: 3} m_Name: m_EditorClassIdentifier: FilterSettings: ExcludedBakingSystemAssemblies: [] AdditionalScriptingDefines: - FRONTEND_PLAYER_BUILD GlobalNetCodeConfig: {fileID: 11400000, guid: f6be9d6edab1ed343b7d241d1d139ff9, type: 2} CurrentImportanceSuggestions: - MinValue: 1 MaxValue: 4 Name: Low Importance Tooltip: For cosmetic (i.e. visual-only) ghosts like glass bottles, signs, beach-balls, and cones etc. Typically Static. - MinValue: 5 MaxValue: 40 Name: Medium Importance Tooltip: For common gameplay-affecting ghosts like trees, doors, explosive barrels, dropped loot etc. Typically Static. - MinValue: 50 MaxValue: 1000 Name: High Importance Tooltip: For per-player and objective-critical ghosts like Player Character Controllers and CTF flags etc. Typically for Dynamic i.e. Predicted ghosts. UsePreSerialization is likely a good fit. - MinValue: 2000 MaxValue: 100000 Name: Critical Importance Tooltip: For gameplay critical singletons like the one keeping the current score, or the one denoting whether or not the current round has started etc. Choose UsePreSerialization, and use sparingly.