using UnityEngine;
using UnityEditor.Networking;
public class PlayerSetup : MonoBehaviour {
[SerializeField]
Behaviour[] componentsToDisable;
void Start ()
{
if (!isLocaLPlayer)
{
for (int i = 0; i < componentsToDisable.Length; i++)
{
componentsToDisable*.enabled = false;*
-
}*
-
}*
- }*
}
Why if (!isLocaLPlayer) is errors??