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Rigidbody | targetRig |
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Transform | cameraRigTrans |
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Transform | headsetTrans |
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Transform | leftHandTrans |
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Transform | rightHandTrans |
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bool | disabledApply = false |
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NetworkRigidbodySyncBase | relaRB |
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bool | onlySyncOnChange = true |
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float | onlySyncOnChangeCorrectionMultiplier = 2 |
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bool | compressRotation = true |
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float | rotationSensitivity = 0.01f |
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bool | rbSyncLocalTrans |
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bool | cameraRigSyncLocalTrans |
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bool | headsetSyncLocalTrans |
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bool | leftHandSyncLocalTrans |
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bool | rightHandSyncLocalTrans |
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bool | timelineOffset = false |
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float | positionPrecision = 0.01f |
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float | velocityPrecision = 0.01f |
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float | angularVelocityPrecision = 0.01f |
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PlayerSyncSnapshot | lastSnapshot |
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readonly SortedList< double, PlayerSyncSnapshot > | clientSnapshots = new SortedList<double, PlayerSyncSnapshot>(16) |
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readonly SortedList< double, PlayerSyncSnapshot > | serverSnapshots = new SortedList<double, PlayerSyncSnapshot>(16) |
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Vector3 | receivePosition |
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Vector3 | receiveVelocity |
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Vector3 | receiveAngularVelocity |
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Vector3 | lastPosition |
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Vector3 | lastVelocity |
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Vector3 | lastAngularVelocity |
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Vector3 | applyPosition |
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Quaternion | applyRotation |
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bool | syncPosition = true |
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bool | syncRotation = true |
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bool | syncVelocity = false |
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bool | syncAngularVelocity = false |
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bool | syncCameraRig = true |
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bool | syncHeadset = true |
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bool | syncLeftHand = true |
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bool | syncRightHand = true |
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bool | lerpPosition = true |
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bool | lerpRotation = true |
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bool | lerpVelocity = true |
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bool | lerpAngularVelocity = true |
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System.Action | afterApplied = null |
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bool | NeedToSync = true |
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uint | sendIntervalMultiplier = 1 |
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virtual void | OnEnable () |
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virtual void | OnDisable () |
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override void | Update () |
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override void | FixedUpdate () |
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override void | LateUpdate () |
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override void | UpdateServerLerp () |
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override void | UpdateClientLerp () |
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override void | FixedUpdateServerLerp () |
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override void | FixedUpdateClientLerp () |
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void | 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) |
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virtual void | Apply (PlayerSyncSnapshot interpolated, PlayerSyncSnapshot endGoal) |
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bool | QuantizedChanged (Vector3 u, Vector3 v, float precision) |
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virtual void | 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) |
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void | 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) |
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void | SetPosition (Vector3 position) |
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void | SetRotation (Quaternion rotation) |
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void | SetVelocity (Vector3 velocity) |
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void | SetAngularVelocity (Vector3 angularVelocity) |
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int | GetRelaId () |
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Vector3 | GetPosition () |
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Quaternion | GetRotation () |
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Vector3 | GetVelocity () |
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Vector3 | GetAngularVelocity () |
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Vector3 | GetScale () |
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virtual void | CheckLastSendTime () |
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virtual void | ServerBroadcast () |
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virtual void | ClientBroadcast () |
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