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RealtimeTransform

RealtimeTransform

A RealtimeComponent that synchronizes a Transform

Static Fields

ExecutionOrder

public int ExecutionOrder

Properties

syncTransform

bool syncTransform { get; set; }

If true, this transform will sync its position, rotation, and scale with the model.

syncPosition

bool syncPosition { get; set; }

If true, this transform will sync its position with the model.

syncRotation

bool syncRotation { get; set; }

If true, this transform will sync its rotation with the model.

syncScale

bool syncScale { get; set; }

If true, this transform will sync its rotation with the model.

syncVelocity

bool syncVelocity { get; }

If true, the rigidbody on this transform will sync its velocity with the model. If false, the velocity will be derived on remote clients from the position updates. Deriving the velocity saves bandwidth but is less accurate.

syncAngularVelocity

bool syncAngularVelocity { get; }

If true, the rigidbody on this transform will sync its angular velocity with the model. If false, the angular velocity will be derived on remote clients from the rotation updates. Deriving the angular velocity saves bandwidth but is less accurate.

maintainOwnershipWhileSleeping

bool maintainOwnershipWhileSleeping { get; set; }

If true, the RealtimeTransform will continue to be owned by the local client when the attached rigidbody it goes to sleep. This will prevent other clients from taking over the simulation for this object; only set it to true for objects that should always be simulated locally, like a player character.

isPhysicsOwnershipAvailable

bool isPhysicsOwnershipAvailable { get; }

True if this transform can be taken over a remote client for physics simulation.

isInterpolationWarmedUp

bool isInterpolationWarmedUp { get; }

True if the transform has caught up to the interpolation delay.