public void ResetAuthorityForClientCubes(int clientIndex) { int authorityIndex = clientIndex + 1; for (int i = 0; i < Constants.NumCubes; ++i) { NetworkInfo networkInfo = cubes[i].GetComponent <NetworkInfo>(); if (networkInfo.GetAuthorityIndex() == authorityIndex) { Debug.Log("Returning cube " + i + " to default authority"); networkInfo.DetachCubeFromPlayer(); networkInfo.SetAuthorityIndex(0); networkInfo.SetAuthoritySequence(0); networkInfo.IncreaseOwnershipSequence(); var rigidBody = cubes[i].GetComponent <Rigidbody>(); if (rigidBody.IsSleeping()) { rigidBody.WakeUp(); } ResetCubeRingBuffer(i); } } }