client-specific-state
OfficialTailor world state visibility per client.
Software Engineering#client-side#visibility#game-development#state-sync#ao_on_state_sync#entity-control#per-client
AuthorAll-Out-Games
Version1.0.0
Installs0
System Documentation
What problem does it solve?
After the server state is synchronized to the client, apply local overrides to the synced state such as hiding entities that should only be visible to certain players or disabling components on this client.
The ao_on_state_sync component method runs on the client immediately after a component's state is synchronized from the server, providing a hook for client-local modifications.
Core Features & Use Cases
- Client-side state overrides: apply client-local modifications to synced values after a server update.
- Client-specific visibility: hide or show entities depending on local criteria.
- Local component control: enable/disable components or tweak values without server changes.
Quick Start
Implement ao_on_state_sync to apply per-client state overrides immediately after receiving a server state sync.
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
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Please help me install this Skill: Name: client-specific-state Download link: https://github.com/All-Out-Games/reusable-weapons-csl/archive/main.zip#client-specific-state Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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