Vixen
02b45cc4
csharp
public sealed class NetworkAnimatorCaptureSystem

Reads an animator into the components the wire carries.

No guide page documents this yet — the page shows what the code says about itself.

As a system

Phase
PreRender

Remarks

Runs on whichever peer decides how a character animates — which is the same NetworkRules.Write question a rigid body asks, for the same reason: one policy per object rather than one per subsystem.

Only the first layer's state is sent. A layered animator is a base machine plus additive or masked ones — a wave while running, a flinch while aiming — and those layers are driven by the same parameters that are already on the wire. Sending every layer's position would be sending several answers to a question the receiver can work out, and the base layer is the one that cannot be derived because it is what everything else is layered onto.

Fields and properties (4)

  • public SystemAccess Access

    What this system reads and writes.

  • public NetworkRulesRegistry? Rules

    Who decides what, and who this peer is. Null is server-authoritative.

  • public PlayerId Local

    Which player this peer is, or None for a server.

  • public long PublishedCount

    How many animators have been published.

Methods (3)

  • public override JobHandle Update(in SystemContext context, JobHandle dependency)

    Runs the system.

  • public void Publish(World world)

    Reads every networked animator this peer decides.

  • public bool IsAuthority(NetworkId id)

    Whether this peer decides how an object animates.

Used by (1)

  • NetworkAnimatorTestsVixen.Net.Animation.Tests