public sealed class NetworkBonesCaptureSystemReads 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
- Writes
- NetworkBones
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 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 poses have been published.
public long BoneCountHow 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