When writing a script inheriting from NetworkBehaviour, which attribute invokes a server method from a client?

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The [Command] attribute is used to invoke a server method from a client in Unity's networking framework. When a method is marked with this attribute, it signifies that the method can be called by a client but will be executed on the server. This is essential in networking because it allows clients to request actions or changes that need to be processed on the server side, ensuring that game state changes are authoritative and synchronized among all players.

For example, when a player interacts with an object in the game, the client can send a command to the server to update the state of that object, such as changing its position or state based on the player's input. The server receives the call and processes it while maintaining control over the game state, which is a critical aspect of networked multiplayer gameplay.

The other attributes serve different purposes; for instance, [ClientRpc] is used to call a method on all clients from the server, while [Server] restricts a method to be called only on the server without interaction from clients. [RemoteCall] is not a standard attribute in Unity's networking system, which makes it irrelevant in this context.

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