public sealed class NetworkBonesApplySystemPuts an arrived pose onto a receiving animator.
No guide page documents this yet — the page shows what the code says about itself.
As a system
- Phase
- LateUpdate
Remarks
After the animator has run, and overwriting what it produced. That is the whole point: this is used precisely where the receiving animator cannot reproduce the authority's pose, so what it computed locally is not an approximation to be blended with — it is an answer to a different question. A receiver that has nothing else to animate can stop its animator entirely; leaving it running costs an evaluation whose result is discarded, which is wasteful rather than wrong.
No crossfade, unlike the state correction in NetworkAnimatorApplySystem. A state correction is rare and a visible cut is a bug; a pose arrives every tick and blending each one into the last would be a low-pass filter on the animation — a ragdoll that lands softly on every impact. Smoothing a pose is SnapshotBuffer's job, at the layer that already knows about interpolation delay.
Fields and properties (5)
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 AppliedCountHow many poses have been applied.
public long MismatchedCountHow many arrived saying a different number of bones than this peer selected.
Methods (3)
public override JobHandle Update(in SystemContext context, JobHandle dependency)Runs the system.
public void Apply(World world)Poses every replicated character this peer does not decide.
public bool IsAuthority(NetworkId id)Whether this peer decides how an object is posed.
Used by (1)
- NetworkBonesTestsVixen.Net.Animation.Tests