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 | CopyBackingFieldsToState (bool firstTime) |
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override void | Spawned () |
| Post spawn callback. More...
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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. More...
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override void | Awake () |
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override void | Copy2BufferTRSState (int offset) |
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override void | Copy2EngineTRSState (int offset) |
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override void | OnEnable () |
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override unsafe Quaternion | ReadRotationToQuaternion (int *offset, ReadAccuracy readAccuracy) |
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| Vector3 |
| Reads the TRS values from state buffer for this tick, and converts them to world space if using Spaces.Local. More...
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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.
◆ Spawned()
override void Spawned |
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◆ Vector3
Reads the TRS values from state buffer for this tick, and converts them to world space if using Spaces.Local.
◆ Rigidbody