using Unity.Netcode; public struct ServerAnimAndAudio : INetworkSerializable { public string animationString; public NetworkObjectReference animatorObj; public NetworkObjectReference audioObj; public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter { serializer.SerializeValue(ref animationString); serializer.SerializeValue(ref animatorObj, default(FastBufferWriter.ForNetworkSerializable)); serializer.SerializeValue(ref audioObj, default(FastBufferWriter.ForNetworkSerializable)); } }