public sealed class NetworkTransformApplySystemCopies what the network received into the engine's transform.
No guide page documents this yet — the page shows what the code says about itself.
As a system
- Phase
- FixedUpdate
- Reads
- NetworkId NetworkTransform
- Writes
- LocalTransform
Remarks
The client half of NetworkTransformCaptureSystem. Runs on a peer that receives transforms rather than publishing them, and it is the only thing that should be writing those entities' transforms — see that type's remarks for what happens when both directions run at once.
Scale is deliberately not touched. NetworkTransform carries a position and a rotation and no scale, because scale changes rarely and belongs in a [Replicated] component of the game's own when it changes at all — putting it on the wire for every object every tick to serve the few that resize is the trade doc 16 makes for the position too, in the other direction. A local scale set by a prefab therefore survives, which is what anyone would expect.
Fields and properties (2)
public SystemAccess AccessWhat this system reads and writes.
public long AppliedCountHow many transforms have been applied.
Methods (2)
public override JobHandle Update(in SystemContext context, JobHandle dependency)Runs the system.
public void Apply(World world)Applies every transform that arrived, and no others.
Used by (1)
- NetworkTransformBridgeTestsVixen.Net.Engine.Tests