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update: ownership permissions clarity about client-server (#1477)
Co-authored-by: Amy Reeve <amy.reeve@unity3d.com>
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docs/basics/ownership.md

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@@ -19,9 +19,9 @@ When another player joins, as in the diagram below, authority over distributable
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![Distributed authority new client](/img/distributed-authority-new-client.jpg)
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### Ownership permission settings
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### Ownership permission settings (distributed authority only)
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The following ownership permission settings, defined by `NetworkObject.OwnershipStatus`, are only available when running in distributed authority mode:
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The following ownership permission settings, defined by `NetworkObject.OwnershipStatus`, only take effect when using a distributed authority network topology:
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* `None`: Ownership of this NetworkObject is considered static and can't be redistributed, requested, or transferred (a Player would have this, for example).
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* `Distributable`: Ownership of this NetworkObject is automatically redistributed when a client joins or leaves, as long as ownership is not locked or a request is pending.
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You can also use `NetworkObject.SetOwnershipLock` to lock and unlock the permission settings of a NetworkObject for a period of time, preventing ownership changes on a temporary basis.
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::: warning
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The ownership permissions are only visible when the Multiplayer Services SDK package is installed and you're inspecting a `NetworkObject` within the editor. Ownership permissions have no impact when using a client-server network topology, since the server always has authority. For ownership permissions to be used, you must be using a distributed authority network topology.
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:::
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## Checking for authority
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### `HasAuthority`

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