Страница:
NetworkedTransform
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Attribute Message System
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Lag Compensation
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Modularity
NetworkConfig
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Networked Object Pooling
NetworkedAnimator
NetworkedBehaviour
NetworkedNavMeshAgent
NetworkedObject
NetworkedTransform
NetworkedVar
NetworkingManager
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NetworkedTransform
Albin Corén редактировал(а) эту страницу 2018-03-29 00:06:00 +02:00
Содержание
The NetworkedTransform is a "prototype component" included in the MLAPI. It's a component that was designed to be used for prototyping but can probably be used more extensively than that far into development and even into production.
Configuration
- SendsPerSecond This indicates the number of times per second that a position update will be sent.
- AssumeSyncedSends Should be true if the SendsPerSecond is guaranteed to be the same on the sender and receiver. This helps with interpolation.
- InterpolatePosition If set to true, the receiver of the message will interpolate the position received.
- Snap Distance If a position update receives is further than this amount away from the last position. The transform will be teleported rather than interpolated as this is assumed to be a large move.
- Interpolate server Defines if interpolation should be applied to the server
- Min meters The minimum amount of units the transform has to be moved for a new sync to be sent
- Min degrees The minimum amount of degrees the transform has to be rotated for a new sync to be sent
- Enable proximity If true, position updates will only be sent to the clients whose PlayerObject are within the ProxmityRange
- Proximity range The range in units
Getting Started
The Basics
- Message System
- Object Spawning
- Object & Behaviour Relation
- Modularity
- NetworkedVar
- Scene Management
- Object Ownership
Components
Advanced Topics
- Encryption
- Networked Object Pooling
- Lag Compensation
- BitWriter & BitReader
- Custom Transports
- Optimization
- Network Profiler Window
- Dedicated Servers