Vixen
02b45cc4
csharp
public sealed class NetworkBonesCaptureSystem

Reads the selected joints of a pose into the component the wire carries.

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

As a system

Phase
LateUpdate

Remarks

In LateUpdate, which is a decision rather than a default. The pose exists after AnimationSystem has run, in Animation, and it is consumed by SkinningSystem in PreRender. Sitting between the two puts this on the right side of both — and phases hard-sync, so it is the ordering guarantee rather than a hope about how the dependency graph resolves. Declaring it in PreRender beside the skinning would leave the order to the graph, and the graph cannot see it: what this touches is a managed Animator's pose, which no declared component access describes.

Fields and properties (5)

  • 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 poses have been published.

  • public long BoneCount

    How many bones have been packed, which is what the bandwidth is proportional to.

Methods (3)

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

    Runs the system.

  • public void Publish(World world)

    Reads every replicated pose this peer decides.

  • public bool IsAuthority(NetworkId id)

    Whether this peer decides how an object is posed.

Used by (1)

  • NetworkBonesTestsVixen.Net.Animation.Tests