public sealed class NetworkAnimatorCaptureSystemReads 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
- Reads
- NetworkId AnimatorComponent
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 AccessWhat this system reads and writes.
public NetworkRulesRegistry? RulesWho decides what, and who this peer is. Null is server-authoritative.
public PlayerId LocalWhich player this peer is, or None for a server.
public long PublishedCountHow 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