Replicates a Unity Rigidbody state from the NetworkObject.StateAuthority to all other peers. Add this component to a GameObject with a Rigidbody component. A NetworkObject is required on this GameObject or a parent of this GameObject.
More...
Inherits NetworkRigidbodyBaseObsolete, and IStateAuthorityChanged.
|
override void | CopyBackingFieldsToState (bool firstTime) |
|
override void | Spawned () |
| Post spawn callback. More...
|
|
|
override void | ApplyQueuedTeleport () |
| Applies the latest unconsumed Teleport() call after the Forward simulation is complete, and before the TRS state is captured. More...
|
|
override void | Awake () |
|
override void | Copy2EngineTRSState (int offset) |
|
void | Copy2EngineTRSState (Vector3 position, Quaternion rotation, bool forceTransform=false) |
|
override void | GetEnginePositionRotation2Buffer (out Vector3 position, out Quaternion rotation) |
|
override void | OnEnable () |
|
Replicates a Unity Rigidbody state from the NetworkObject.StateAuthority to all other peers. Add this component to a GameObject with a Rigidbody component. A NetworkObject is required on this GameObject or a parent of this GameObject.
◆ ApplyQueuedTeleport()
override void ApplyQueuedTeleport |
( |
| ) |
|
|
protectedvirtual |
Applies the latest unconsumed Teleport() call after the Forward simulation is complete, and before the TRS state is captured.
Reimplemented from NetworkTransformObsolete.
◆ Spawned()
override void Spawned |
( |
| ) |
|
|
virtual |
◆ Rigidbody