csharp
public struct NetworkBoneSelectionWhich joints of a skeleton a NetworkBones is about.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Not replicated. It comes from the character's own content — the same rig, the same prefab, the same ragdoll setup — so both peers compute it rather than one telling the other. Sending it would be sending a table that cannot differ, once per character, and inviting the case where it does.
Managed, because it is an array and a component in a chunk cannot be. That is the same reason AnimatorComponent is managed, and it means these are reached one entity at a time rather than swept — which is what a per-character animation cost looks like anyway.
Fields and properties (1)
public int[]? JointsThe joint indices, in the order the block holds them.
Used by (3)
- NetworkBonesApplySystemVixen.Net.Animation
- NetworkBonesCaptureSystemVixen.Net.Animation
- NetworkBonesTestsVixen.Net.Animation.Tests