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Network Transform Child コンポーネントは、ゲームオブジェクトの子ゲームオブジェクトの位置と回転を Network Transform コンポーネントと同期させます。ネットワーク化されたゲームオブジェクトから独立して動く子オブジェクトを同期する必要がある場合に、このコンポーネントを使用する必要があります。
Network Transform Child コンポーネントを使用するには、Network Transform と同じ親ゲームオブジェクトにアタッチし、Target フィールドにコンポーネントの設定を適用する子のゲームオブジェクトを定義します。1 つの親ゲームオブジェクトに複数の Network Transform Child コンポーネントを設定できます。
プロパティ | 機能 | |
---|---|---|
Network Send Rate (seconds) | |Set the number of network updates per second. You can set this slider to 0 for GameObjects that do not need to update after being created, like non-interactive effects generated by a player (for example, a dust cloud left behind that the player cannot interact with).| |Target| | Child transform to be synchronized. (Remember, this component goes on the parent, not the child - so you specify the child object using this field). |
Movement Threshold | |Set the distance that a GameObject can move without sending a movement synchronization update.| |Interpolate Movement Factor| | Use this to enable and control interpolation of the synchronized movement. The larger this number is, the faster the GameObject interpolates to the target position. If this is set to 0, the GameObject snaps to the new position. |
Interpolate Rotation Factor | |Use this to enable and control interpolation of the synchronized rotation. The larger this number is, the faster the GameObject interpolates to the target rotation. If this is set to 0, the GameObject snaps to the new rotation.| |Rotation Axis| | Define which rotation axis or axes should synchronize. This is set to XYZ (full 3D) by default. |
Compress Rotation | |If you compress rotation data, the amount of data sent is lower, and the accuracy of the rotation synchronization is lower.| | None| | Choose this to apply no compression to the rotation synchronization. This is the default option. |
Low | |Choose this to apply a low amount of compression to the rotation synchronization. This option lessens the amount of information sent for rotation data.| | High| | Choose this to apply a high amount of compression to the rotation synchronization. This option sends the least amount of information possible for rotation data. |
このコンポーネントは物理演算を使用しません。子のゲームオブジェクトの位置と回転を同期させ、更新された値に向かって補間します。補間レートをカスタマイズするには Interpolate Movement Factor と Interpolate Rotation Factor を使用します。
Network Transform Child コンポーネントを持つゲームオブジェクトには、Network Identity コンポーネントも必要です。ゲームオブジェクト上で Network Transform Child コンポーネントを作成する場合、そのゲームオブジェクトに Network Identity コンポーネントがまだ作成されていない場合は、それも作成されます。
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