AddSnapshot(SortedList< double, PlayerSyncSnapshot > snapshots, double timeStamp, int? relaId, Vector3? position, Quaternion? rotation, Vector3? velocity, Vector3? angularVelocity, Vector3? cameraRigPos, Quaternion? cameraRigRot, Vector3? headsetPos, Quaternion? headsetRot, Vector3? leftHandPos, Quaternion? leftHandRot, Vector3? rightHandPos, Quaternion? rightHandRot) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
afterApplied (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
angularVelocityPrecision (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
Apply(PlayerSyncSnapshot interpolated, PlayerSyncSnapshot endGoal) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protectedvirtual |
applyPosition (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
applyRotation (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
cachedSnapshotComparison (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
cameraRigSyncLocalTrans (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
cameraRigTrans (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
Changed(PlayerSyncSnapshot current) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | virtual |
CheckLastSendTime() (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protectedvirtual |
ClientAddSnapshot(PlayerSyncSnapshot snapshot) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
ClientBroadcast() (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protectedvirtual |
clientSnapshots (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
compressRotation (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
Construct() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | virtual |
DataType enum name (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
disabledApply (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
FixedUpdate() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protectedvirtual |
FixedUpdateClientLerp() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protectedvirtual |
FixedUpdateServerLerp() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protectedvirtual |
GetAngularVelocity() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
GetOffsetFromSnapshot() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
GetPosition() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
GetRelaId() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
GetRotation() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
GetScale() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
GetVelocity() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
HardApply() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
HardApply(PlayerSyncSnapshot snapshot) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
headsetSyncLocalTrans (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
headsetTrans (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
Interpolate(PlayerSyncSnapshot from, PlayerSyncSnapshot to, double t) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
isClientWithAuthority (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protected |
lastAngularVelocity (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
lastDeserializedAngularVelocity (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
lastDeserializedPosition (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
lastDeserializedVelocity (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
lastPosition (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
lastSendIntervalTime (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protected |
lastSerializedAngularVelocity (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
lastSerializedPosition (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
lastSerializedVelocity (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
lastSnapshot (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
lastVelocity (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
LateUpdate() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protectedvirtual |
leftHandSyncLocalTrans (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
leftHandTrans (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
lerpAngularVelocity (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
lerpPosition (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
lerpRotation (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
lerpVelocity (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
NeedToSync (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | |
offset (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
OnC2SSync(int? relaId, Vector3? position, Quaternion? rotation, Vector3? velocity, Vector3? angularVelocity, Vector3? cameraRigPos, Quaternion? cameraRigRot, Vector3? headsetPos, Quaternion? headsetRot, Vector3? leftHandPos, Quaternion? leftHandRot, Vector3? rightHandPos, Quaternion? rightHandRot) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protectedvirtual |
OnDeserialize(NetworkReader reader, bool initialState) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
OnDisable() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protectedvirtual |
OnEnable() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protectedvirtual |
onlySyncOnChange (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
onlySyncOnChangeCorrectionMultiplier (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
OnS2CSync(int? relaId, Vector3? position, Quaternion? rotation, Vector3? velocity, Vector3? angularVelocity, Vector3? cameraRigPos, Quaternion? cameraRigRot, Vector3? headsetPos, Quaternion? headsetRot, Vector3? leftHandPos, Quaternion? leftHandRot, Vector3? rightHandPos, Quaternion? rightHandRot) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
OnSerialize(NetworkWriter writer, bool initialState) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
positionPrecision (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
QuantizedChanged(Vector3 u, Vector3 v, float precision) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
rbSyncLocalTrans (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
receiveAngularVelocity (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
receivePosition (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
receiveVelocity (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
RelaNetworkRB(NetworkRigidbodySyncBase networkRB) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
relaRB (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
Reset() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | virtual |
rightHandSyncLocalTrans (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
rightHandTrans (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
rotationSensitivity (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
sendIntervalCounter (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protected |
sendIntervalMultiplier (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | |
ServerAddSnapshot(PlayerSyncSnapshot snapshot) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
ServerBroadcast() (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protectedvirtual |
serverSnapshots (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
SetAngularVelocity(Vector3 angularVelocity) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
SetPosition(Vector3 position) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
SetRotation(Quaternion rotation) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
SetVelocity(Vector3 velocity) (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
syncAngularVelocity (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
syncCameraRig (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
syncHeadset (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
syncLeftHand (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
syncPosition (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
syncRela (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
syncRightHand (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
syncRotation (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
syncVelocity (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
targetRig (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
TickHandAndHands() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
timelineOffset (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
timeStampAdjustment (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protected |
UnRelaNetworkRB() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |
Update() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protectedvirtual |
UpdateClientLerp() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protectedvirtual |
UpdateServerLerp() (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | protectedvirtual |
velocityPrecision (defined in CrossLink.Network.NetworkPlayerSync) | CrossLink.Network.NetworkPlayerSync | |