Страница:
NetworkedNavMeshAgent
Страницы
Attribute Message System
Binary Serialization
BitWriter & BitReader
Connection Approval
Core Components
Custom Transports
Dedicated Servers
Differences from UNET HLAPI
Getting Started
HLAPI Differences
Handshake
Home
Lag Compensation
Library Initialization
Limitations
Message Encryption
Message System
Modularity
NetworkConfig
NetworkProfiler Editor Window
Networked Object Pooling
NetworkedAnimator
NetworkedBehaviour
NetworkedNavMeshAgent
NetworkedObject
NetworkedTransform
NetworkedVar
NetworkingManager
Object & Behaviour Relation
Object Ownership
Object Spawning
Observer
Optimization
Passthrough Messages
Prototype Components
Roadmap
Scene Management
SyncedVars
Targeted Messages
TrackedObject
2
NetworkedNavMeshAgent
Albin Corén редактировал(а) эту страницу 2018-03-30 10:05:28 +02:00
Содержание
The NetworkedNavMeshAgent is a prototyping component that allows you to sync NavMeshAgents. It's designed to use less bandwidth and resources to get generally the same precision as the NetworkedTransform would give you.
It works by synchronizing the NavMeshAgent destination whenever it's changed. Alongside it sends the velocity and current position.
Settings
- Enable Proximity - If enabled, only players in close proximity will get updates.
- Proximity Range - This is the proximity distance in Unity units.
- CorrectionDelay - This is the delay in seconds between Correction Updates
- DriftCorrectionPercentage - This is the amount we lerp towards the correction destination. Set to 1 to snap on each correction, and to 0 to ignore the position portion of corrections.
- WarpOnDestinationChange - If true, the agent will warp on destination change.
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