The NetworkTransform component synchronizes movement of game objects across the network. This component takes authority into account, so LocalPlayer objects (which have local authority) synchronize their position from the client to server, then out to other clients. Other objects (with server authority) synchronize their position from the server to clients.
To use this component, add it to the prefab or game object that you want to synchronize movement for. The component requires that the game objects has a NetworkIdentity. Note that networked objects must be spawned to synchronize.
Property: | Function: | |
---|---|---|
transformSyncMode | Which synchronization method to use for position. | |
sendInterval | How often in seconds the object sends updates. | |
syncRotationAxis | Which axis to use for rotation. | |
rotationSyncCompression | What kind of compression to use for rotation. | |
syncSpin | Flag to sync angular velocity. | |
movementTheshold | The threshold to not send position updates. | |
snapThreshold | The threshold to “pop” instead of interpolate. | |
interpolateRotation | Factor to control rotation interpolation. | |
interpolateMovement | Factor to control movement interpolation. |
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