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.
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Inherits NetworkRigidbodyBaseObsolete, and IStateAuthorityChanged.
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override void | ApplyQueuedTeleport () |
| Applies the latest unconsumed Teleport() call after the Forward simulation is complete, and before the TRS state is captured.
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override void | Awake () |
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override void | Copy2EngineTRSState (int offset) |
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void | Copy2EngineTRSState (Vector3 position, Quaternion rotation, bool forceTransform=false) |
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override void | GetEnginePositionRotation2Buffer (out Vector3 position, out Quaternion rotation) |
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override void | OnEnable () |
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Rigidbody | Rigidbody [get] |
| Reference of the Rigidbody associated with this NetworkRigidbodyObsolete.
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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 |
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protectedvirtual |
Applies the latest unconsumed Teleport() call after the Forward simulation is complete, and before the TRS state is captured.
Reimplemented from NetworkTransformObsolete.
◆ Awake()
◆ Copy2EngineTRSState()
override void Copy2EngineTRSState |
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int |
offset | ) |
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◆ CopyBackingFieldsToState()
override void CopyBackingFieldsToState |
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bool |
firstTime | ) |
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virtual |
◆ GetEnginePositionRotation2Buffer()
override void GetEnginePositionRotation2Buffer |
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out Vector3 |
position, |
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out Quaternion |
rotation |
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protectedvirtual |
◆ OnEnable()
override void OnEnable |
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protectedvirtual |
◆ Spawned()
override void Spawned |
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virtual |