Add local udon behavior option
zeshin
Since every udon behavior wants to assign ownership for network purposes, this limits how many scripts you can have before it starts bogging down the network. For things like a script that teleports you on click or locally explodes when you shoot it, it doesn't need to be apart of the network. Add an option to designate a Udon behavior as local, so simple scripts can be added with no network cost
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Momo the Monster
for Dinky_ and anyone else curious about particulars - each UdonBehaviour is registered with a NetworkID even if you don't have any synced variables because it may be the target of RPCs. We'll discuss the possibility of a 'Local-Only' option which would disable variables and RPCs.
Invertex
Momo the Monster Does
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
now cause this behavior?According to the docs, NetworkCalling won't work on the behavior anymore once that is set. If so, could probably mark this finished.
Amega
Aren't they all Local by default? Also, look at the "Allow Ownership Transfer on Collisions" checkbox for UdonBehaviours. I believe it should be OFF to achieve what you are talking about.
zeshin
Amega: they aren't, the network still has to register the object if a udon behavior exists on it. This means if you have 20 doors, that's 20 registrations happening every time someone joins, and that can break something related to ownership of an object if you're just loading in. This will cause when detecting ownership to just return the master or return the wrong value for synced values