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 () |
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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 | 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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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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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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◆ Rigidbody