Renamed `AuthorityState` to `AuthoritativeState` for consistency.
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772c54b6c5
Коммит
22356c49ce
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@ -182,16 +182,16 @@ namespace DefaultNamespace
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// just reuse the same method here with no problem.
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Move(inputs);
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// Server can use Smoothing for interpolation purposes as well.
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MyTransform.Smooth(currentPosition, MyTransform.AuthorityState, SmoothTime);
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MyTransform.Smooth(currentPosition, MyTransform.AuthoritativeState, SmoothTime);
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}
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public void Update()
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{
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// The "ghost transform" here is a little smaller player object that shows the current authority position,
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// which is a few frames behind our anticipated value. This helps render the difference.
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GhostTrasform.position = MyTransform.AuthorityState.Position;
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GhostTrasform.rotation = MyTransform.AuthorityState.Rotation;
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GhostTrasform.localScale = MyTransform.AuthorityState.Scale * 0.75f;
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GhostTrasform.position = MyTransform.AuthoritativeState.Position;
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GhostTrasform.rotation = MyTransform.AuthoritativeState.Rotation;
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GhostTrasform.localScale = MyTransform.AuthoritativeState.Scale * 0.75f;
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}
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// Input processing happens in FixedUpdate rather than Update because the frame rate of server and client
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@ -94,7 +94,7 @@
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"com.unity.nuget.mono-cecil": "1.10.1",
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"com.unity.transport": "1.4.0"
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},
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"hash": "ef792ef4177a4ca5efde322d3adbf79cd68b6ba5"
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"hash": "227a33222f0b796c37fbdcab2641592f5310301b"
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},
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"com.unity.nuget.mono-cecil": {
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"version": "1.10.1",
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