using QuantumUNET.Transport; using UnityEngine; namespace QSB.Syncs.Unsectored { public abstract class BaseUnsectoredSync : SyncBase where T : Component { public override bool IgnoreDisabledAttachedObject => false; public override bool IgnoreNullReferenceTransform => false; public override bool DestroyAttachedObject => false; public override void SerializeTransform(QNetworkWriter writer, bool initialState) { } } }