Table of Contents

Class NetworkTransform

Namespace
Netick.Unity
Assembly
Netick.Unity.dll

This component is used to replicate the position and rotation of an object.

[IgnoreCodeGen]
[ExecutionOrder(-1000)]
public class NetworkTransform : NetworkBehaviour, INetickNetworkScript, INetickScript, IClientSimulationCallbacks
Inheritance
NetworkTransform
Implements
Derived
Inherited Members

Constructors

NetworkTransform()

public NetworkTransform()

Fields

CorrectionMultiplier

public float CorrectionMultiplier

Field Value

float

RenderTransform

public Transform RenderTransform

Field Value

Transform

TeleportDistance

public float TeleportDistance

Field Value

float

TeleportErrorThreshold

public float TeleportErrorThreshold

Field Value

float

TransformSpace

protected TransformSpace TransformSpace

Field Value

TransformSpace

_posInversePrecision

protected float _posInversePrecision

Field Value

float

_posPrecision

protected float _posPrecision

Field Value

float

_rotInversePrecision

protected float _rotInversePrecision

Field Value

float

_rotPrecision

protected float _rotPrecision

Field Value

float

_syncPosition

protected bool _syncPosition

Field Value

bool

_syncRot

protected bool _syncRot

Field Value

bool

Properties

InterpolationSource

public InterpolationSource InterpolationSource { get; set; }

Property Value

InterpolationSource

Position

public Vector3 Position { get; }

Property Value

Vector3

Rotation

public Quaternion Rotation { get; }

Property Value

Quaternion

Methods

GameEngineIntoNetcode()

public override void GameEngineIntoNetcode()

GetInterpolatedPosRot(out Vector3, out Quaternion)

public bool GetInterpolatedPosRot(out Vector3 pos, out Quaternion rot)

Parameters

pos Vector3
rot Quaternion

Returns

bool

GetInterpolatedPosRot(out Vector3, out Quaternion, InterpolationSource)

public bool GetInterpolatedPosRot(out Vector3 pos, out Quaternion rot, InterpolationSource interpolationSource)

Parameters

pos Vector3
rot Quaternion
interpolationSource InterpolationSource

Returns

bool

InternalGetStateSizeWords()

public override int InternalGetStateSizeWords()

Returns

int

InternalReset()

public override void InternalReset()

NetcodeIntoGameEngine()

public override void NetcodeIntoGameEngine()

NetworkDestroy()

Called when this behaviour has been removed from the simulation.

public override void NetworkDestroy()

NetworkFixedUpdate()

Called every fixed-time network step. Any changes to the networked state should happen here.

On the client, if you are the Input Source or if this Object.PredictionMode is set to Everyone, it will be called several times in one update/tick during resimulations. To check for resimulations, use [IsResimulating].

public override void NetworkFixedUpdate()

NetworkRender()

Called every frame. Executed after NetworkUpdate and NetworkFixedUpdate.

public override void NetworkRender()

NetworkStart()

Called when this behaviour has been added to the simulation.

public override void NetworkStart()

OnBecameInterested()

Called in the client when the client becomes interested in this object.

public override void OnBecameInterested()

Teleport(Quaternion)

Instantly moves the object. By calling this method, the object won't be interpolated for one tick.

public void Teleport(Quaternion rotation)

Parameters

rotation Quaternion

Teleport(Vector3)

Instantly moves the object. By calling this method, the object won't be interpolated for one tick.

public void Teleport(Vector3 position)

Parameters

position Vector3

Teleport(Vector3, Quaternion)

Instantly moves the object. By calling this method, the object won't be interpolated for one tick.

public void Teleport(Vector3 position, Quaternion rotation)

Parameters

position Vector3
rotation Quaternion