using Unity.Netcode; using UnityEngine; public class LocalOnly : NetworkBehaviour { public Behaviour[] componentsToDisable; public GameObject[] objectsToDisable; public GameObject[] objectsToTag; public override void OnNetworkSpawn() { if (!IsOwner) { foreach (var comp in componentsToDisable) { if (comp != null) comp.enabled = false; } foreach (var obj in objectsToDisable) { if (obj != null) obj.SetActive(false); } foreach(var obj in objectsToTag) { if (obj != null) { obj.tag = "RemotePlayer"; obj.layer = 0; } } // Kamera-Tags sicherstellen Camera cam = GetComponentInChildren(); if (cam != null && cam.CompareTag("MainCamera")) cam.enabled = false; } else { // Nur der lokale Spieler darf "MainCamera" haben Camera cam = GetComponentInChildren(); if (cam != null) cam.tag = "MainCamera"; } } }