public struct NetworkTransformWhere a networked object is, as the network sends it.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Deliberately not the engine's transform. That one is a hierarchy with parents, scales and matrices; this is the two fields a network actually carries, quantized to what a network can afford. A system copies between them, and the two are free to disagree about precision — which they must, because the engine's is exact and this one is 96 bits.
The range is ±1000 metres at 16 bits a component, which is three centimetres. A game whose world is larger or whose precision matters more declares its own component with its own [Quantize] and its own replicator; that is a decision, and the shipped default is one too rather than an accident.
Fields and properties (3)
public Vector3 PositionWhere it is.
public Quaternion RotationWhich way it faces.
public byte TeleportCountCounts up every time the object is put somewhere rather than moved there.
Used by (22)
- ArenaMultiplayer
- GameClientMultiplayer
- LocalMatchMultiplayer
- SoakNetworkSoak
- BitExactnessTestsVixen.Net.Tests
- ClientPredictionVixen.Net
- DeltaTestsVixen.Net.Tests
- DiagnosticsTestsVixen.Net.Tests
- DistanceReplicationRateVixen.Net
- InterestGridVixen.Net
- InterestTestsVixen.Net.Tests
- MachineVixen.Net.Physics.Tests
- MotionTestsVixen.Net.Tests
- NetworkRigidBodyCorrectionSystemVixen.Net.Physics
- NetworkRigidBodyTestsVixen.Net.Physics.Tests
- NetworkSpawnTestsVixen.Net.Engine.Tests
- NetworkTransformApplySystemVixen.Net.Engine
- NetworkTransformBridgeTestsVixen.Net.Engine.Tests
- NetworkTransformCaptureSystemVixen.Net.Engine
- NetworkTransformReplicatorVixen.Net
- PredictedPlayerMovementTestsVixen.Net.Physics.Tests
- SnapshotSeedsVixen.Net.Fuzz