public static class NetworkBoneSelectorWhere a NetworkBoneSelection comes from.
Remarks
⚠ Joints was written in exactly one place in the repository and it was a test (). Both pose systems bail out when it is null, so in any real build the whole networked-pose path was a no-op by construction — correct code, reachable by nothing, and the assembly's README costing out a path no shipped configuration could take.
The selection is not replicated, so it has to be a function of content. That is NetworkBoneSelection's own rule and it is what makes these static: given the same rig, two peers compute the same array without a message, in the same order, and the wire layout means the same thing at both ends. Anything drawn from run-time state — a camera, a distance, a random subset — would silently disagree.
Ordered root-first, because NetworkBonePrecision is indexed by slot. A rotation's error compounds down the chain, so the joint nearest the root is the one whose precision everything below it inherits, and a narrowed table is only meaningful if slot 0 is the pelvis on every rig in the game. Breadth-first from the root is what makes that true without anybody maintaining a list.
Methods (2)
Used by (2)
- NetworkAnimationWiringTestsVixen.Net.Animation.Tests
- NetworkBoneSelectionSystemVixen.Net.Animation