using UnityEngine; using UnityEngine.Networking; public class PlayerController : NetworkBehaviour { [SyncVar] public Vector3 playerPosition; void Update() { if (isLocalPlayer) { // Get the current position of the player and add it to the network message Vector3 currentPosition = transform.position; NetworkMessage msg = new NetworkMessage(); msg.AddLocation(currentPosition); // Send the message over the network NetworkServer.SendToAll(msg); // Update the player's position playerPosition = currentPosition; } } }In this example, the AddLocation method is used to add the current position of the player to a network message, which is then sent to all clients in the game using the SendToAll method. The SyncVar attribute is used to synchronize the player's position across all clients. The package library for NetworkMessage in C# could be any of the following: Unity Networking, Photon, Lidgren.Network, Mirror, or another networking library.