using Unity.Netcode; public struct ServerAnimation : INetworkSerializable { public string animationString; public NetworkObjectReference animatorObj; public bool isTrigger; public bool setTrue; public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter { serializer.SerializeValue(ref animatorObj, default(FastBufferWriter.ForNetworkSerializable)); serializer.SerializeValue(ref isTrigger, default(FastBufferWriter.ForPrimitives)); if (!isTrigger) { serializer.SerializeValue(ref setTrue, default(FastBufferWriter.ForPrimitives)); } } }