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diff --git a/com.unity.netcode.gameobjects/Samples/Bootstrap/Scenes/Bootstrap.unity.meta b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scenes/Bootstrap.unity.meta
new file mode 100644
index 0000000000..fe0658ba48
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@@ -0,0 +1,7 @@
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diff --git a/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts.meta b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts.meta
new file mode 100644
index 0000000000..179ad7c601
--- /dev/null
+++ b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts.meta
@@ -0,0 +1,8 @@
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diff --git a/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapManager.cs b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapManager.cs
new file mode 100644
index 0000000000..b481185996
--- /dev/null
+++ b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapManager.cs
@@ -0,0 +1,67 @@
+using UnityEngine;
+
+namespace Unity.Netcode.Samples
+{
+ ///
+ /// Class to display helper buttons and status labels on the GUI, as well as buttons to start host/client/server.
+ /// Once a connection has been established to the server, the local player can be moved via a GUI button.
+ ///
+ public class BootstrapManager : MonoBehaviour
+ {
+ void OnGUI()
+ {
+ GUILayout.BeginArea(new Rect(10, 10, 300, 300));
+ if (!NetworkManager.Singleton.IsClient && !NetworkManager.Singleton.IsServer)
+ {
+ StartButtons();
+ }
+ else
+ {
+ StatusLabels();
+
+ // move button will only be displayed on clients
+ if (NetworkManager.Singleton.IsClient)
+ {
+ SubmitNewPosition();
+ }
+ }
+
+ GUILayout.EndArea();
+ }
+
+ static void StartButtons()
+ {
+ if (GUILayout.Button("Host")) NetworkManager.Singleton.StartHost();
+ if (GUILayout.Button("Client")) NetworkManager.Singleton.StartClient();
+ if (GUILayout.Button("Server")) NetworkManager.Singleton.StartServer();
+ }
+
+ static void StatusLabels()
+ {
+ var mode = NetworkManager.Singleton.IsHost ?
+ "Host" : NetworkManager.Singleton.IsServer ? "Server" : "Client";
+
+ GUILayout.Label("Transport: " +
+ NetworkManager.Singleton.NetworkConfig.NetworkTransport.GetType().Name);
+ GUILayout.Label("Mode: " + mode);
+ }
+
+ static void SubmitNewPosition()
+ {
+ if (GUILayout.Button("Move Local Player"))
+ {
+ // get local NetworkClient
+ if (NetworkManager.Singleton.ConnectedClients.TryGetValue(NetworkManager.Singleton.LocalClientId,
+ out var networkedClient))
+ {
+ // get BootstrapPlayer component on player
+ if (networkedClient.PlayerObject.TryGetComponent(out BootstrapPlayer bootstrapPlayer))
+ {
+ // move player
+ bootstrapPlayer.SubmitPositionRequestServerRpc();
+ }
+ }
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapManager.cs.meta b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapManager.cs.meta
new file mode 100644
index 0000000000..625b6f0330
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@@ -0,0 +1,11 @@
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diff --git a/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapPlayer.cs b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapPlayer.cs
new file mode 100644
index 0000000000..32884b30f7
--- /dev/null
+++ b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapPlayer.cs
@@ -0,0 +1,41 @@
+using UnityEngine;
+
+namespace Unity.Netcode.Samples
+{
+ ///
+ /// Component attached to NetworkManager's "Player Prefab".
+ ///
+ public class BootstrapPlayer : NetworkBehaviour
+ {
+ ///
+ /// Move local player on network spawn.
+ ///
+ public override void OnNetworkSpawn()
+ {
+ SubmitPositionRequestServerRpc();
+ }
+
+ ///
+ /// If this method is invoked on the client instance of this player, it will invoke a ServerRpc.
+ /// If this method is invoked on the server instance of this player, it will position the player at a random
+ /// point on a plane.
+ ///
+ ///
+ /// Since a NetworkTransform component is attached to this player, and the authority on that component is set to
+ /// "Server", this transform's position modification can only be performed on the server, where it will then be
+ /// replicated on all other clients.
+ ///
+ [ServerRpc]
+ public void SubmitPositionRequestServerRpc()
+ {
+ Debug.Log($"SubmitPositionRequestServerRpc received on server from client: {OwnerClientId}");
+
+ transform.position = GetRandomPositionOnXYPlane();
+ }
+
+ static Vector3 GetRandomPositionOnXYPlane()
+ {
+ return new Vector3(Random.Range(-3f, 3f), Random.Range(-3f, 3f), 0f);
+ }
+ }
+}
\ No newline at end of file
diff --git a/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapPlayer.cs.meta b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapPlayer.cs.meta
new file mode 100644
index 0000000000..e5c8805b5c
--- /dev/null
+++ b/com.unity.netcode.gameobjects/Samples/Bootstrap/Scripts/BootstrapPlayer.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/com.unity.netcode.gameobjects/package.json b/com.unity.netcode.gameobjects/package.json
index 98c4b25d69..6cbdfd0bdd 100644
--- a/com.unity.netcode.gameobjects/package.json
+++ b/com.unity.netcode.gameobjects/package.json
@@ -9,4 +9,4 @@
"com.unity.modules.animation": "1.0.0",
"com.unity.nuget.mono-cecil": "1.10.1-preview.1"
}
-}
+}
\ No newline at end of file