public static class NetworkAnimationSystemsThe networked-animation passes, as a set a game registers in one line.
Remarks
⚠ The assembly had no registration surface at all (): four systems and two replicators, constructed only by NetworkBonesTests, with nothing of the AddPhysics / AddAnimation shape that every other subsystem in this engine is reached by. So the README's bandwidth analysis described a path no shipped configuration could take.
All four passes are added, on both ends. A capture system on a client and an apply system on a server each walk a query and then refuse every entity in it, because IsAuthority is the exact complement on the two peers — which costs a sweep and buys a peer that changes role, a listen server that holds both at once, and one registration call instead of two that can disagree.
Methods (3)
public static SystemRunner AddNetworkAnimation(this SystemRunner runner)Adds the selection, pose and animator passes to a runner.
public static EngineLoop AddNetworkAnimation(this EngineLoop loop)Adds the networked-animation passes to a loop.
public static ReplicationRegistry AddNetworkAnimation(this ReplicationRegistry registry, NetworkBonePrecision? precision = null)Registers the three replicators the passes write and read.
Used by (1)
- NetworkAnimationWiringTestsVixen.Net.Animation.Tests