<commit_before># Changing Ownership

There are two different methods to use for changing ownership of an object; one for the client and one for the server. The client method is **TakeO wnership** and has no arguments. Any client can call this method on the **networkObject** to request ownership of an object. The method that you would use to force ownership from the server is **AssignOwnership** which has an argument **NetworkingPlayer** (the player who is going to be the new owner for the network object). Only the server can call this method on the **networkObject** due to it's authoritative nature. If a client were to call this method, nothing would happen.<commit_msg>The Papa Brickolini documentation fix yo'<commit_after># Changing Ownership

There are two different methods to use for changing ownership of an object; one for the client and one for the server. The client method is **TakeOwnership** and has no arguments. Any client can call this method on the **networkObject** to request ownership of an object. The method that you would use to force ownership from the server is **AssignOwnership** which has an argument **NetworkingPlayer** (the player who is going to be the new owner for the network object). Only the server can call this method on the **networkObject** due to it's authoritative nature. If a client were to call this method, nothing would happen.
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