RealtimeTransform
RealtimeTransform
A RealtimeComponent that synchronizes a Transform
Static Fields
public int ExecutionOrder
Properties
bool syncTransform { get; set; }
If true, this transform will sync its position, rotation, and scale with the model.
bool syncPosition { get; set; }
If true, this transform will sync its position with the model.
bool syncRotation { get; set; }
If true, this transform will sync its rotation with the model.
bool syncScale { get; set; }
If true, this transform will sync its rotation with the model.
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.
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.
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.
bool isPhysicsOwnershipAvailable { get; }
True if this transform can be taken over a remote client for physics simulation.
bool isInterpolationWarmedUp { get; }
True if the transform has caught up to the interpolation delay.