RealtimeTransform

A RealtimeComponent that synchronizes a Transform

Properties

isSyncingPosition

bool isSyncingPosition { get; }

True if this transform is syncing its position with the model.

isSyncingRotation

bool isSyncingRotation { get; }

True if this transform is syncing its rotation with the model.

isSyncingScale

bool isSyncingScale { get; }

True if this transform is syncing its scale with the model.

isSyncingVelocity

bool isSyncingVelocity { get; }

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

isSyncingAngularVelocity

bool isSyncingAngularVelocity { get; }

True if the rigidbody on this transform is syncing its angular velocity with the model. If this is 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.