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NIL
InterPositionMode syncModeShould we use a simple transform interpolation, which takes fewer resources but is less accurate, or should we extrapolate rigidbody motion for a more crisp experience at the cost of additional CPU and network traffic?
Default value: InterPositionMode.InterpolateTransformation
float interpolationBiasMultiplied by the time delta to adjust smoothness. Smaller numbers are more accurate but look more laggy.
Default value: 5.0f
double m_InterpolationBackTimeHow far back in time are we trying to be in seconds?
Default value: 0.1
double m_ExtrapolationLimitHow far forward in time are we trying to extrapolate? Only works with rigidbody extrapolation (expensive).
Default value: 0.5
Causes this object to sync it’s position across the network
Causes this object to stop syncing it’s position across the network
InterPositionMode syncModeShould we use a simple transform interpolation, which takes fewer resources but is less accurate, or should we extrapolate rigidbody motion for a more crisp experience at the cost of additional CPU and network traffic?
Default value: InterPositionMode.InterpolateTransformation
float interpolationBiasMultiplied by the time delta to adjust smoothness. Smaller numbers are more accurate but look more laggy.
Default value: 5.0f
double m_InterpolationBackTimeHow far back in time are we trying to be in seconds?
Default value: 0.1
double m_ExtrapolationLimitHow far forward in time are we trying to extrapolate? Only works with rigidbody extrapolation (expensive).
Default value: 0.5
Causes this object to sync it’s position across the network
Causes this object to stop syncing it’s position across the network
Next: Photon Room Joined Message, Previous: Player Tag Helper, Up: Network [Contents][Index]