Vixen
02b45cc4
csharp
public struct NetworkTransform

Where 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 Position

    Where it is.

  • public Quaternion Rotation

    Which way it faces.

  • public byte TeleportCount

    Counts 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