#if USING_NETCODE_GO

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Netcode.Components;

public class ClientNetworkTransform : NetworkTransform
{
    /// <summary>
    /// Used to determine who can write to this transform. Owner client only.
    /// This imposes state to the server. This is putting trust on your clients. Make sure no security-sensitive features use this transform.
    /// </summary>
    /// 

    public bool _serverAuthoritative;
    protected override bool OnIsServerAuthoritative()
    {
        return _serverAuthoritative;
    }
}

#endif