using Unity.Netcode; public struct ServerAudio : INetworkSerializable { public NetworkObjectReference audioObj; public bool oneshot; public bool looped; public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter { serializer.SerializeValue(ref audioObj, default(FastBufferWriter.ForNetworkSerializable)); serializer.SerializeValue(ref oneshot, default(FastBufferWriter.ForPrimitives)); if (!oneshot) { serializer.SerializeValue(ref looped, default(FastBufferWriter.ForPrimitives)); } } }