Can I separate the player script into clientplayer and serverplayer?

UNet is awesome. But I don’t think mixup the client and server script is a good idea.

When my project grow bigger, the player script become unmaintainable.

For example,

1 Two different methods belong two client and server can’t have same name, I have to add Svr and Cli prefix to almost every methods.

2 I can’t designate member vars as server-only or client-only vars.

In my code, Almost every method have a explicit designation.

Glad to hear feedback. Thanks.

You can always do some shared data exchange behaviour for using SyncVars and RPCs.
Reference it in both client and server behaviour.
You won’t get around having a shared behaviour, but you should be able to seperate it from pure client / server functionality to some maintainable level.