public readonly record struct TransformSampleWhere something was, at a tick.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
⚠ The counter used to be written, quantised, sent, decoded — and dropped here. The buffer inferred a teleport from the distance between two samples instead, which is the inference the counter exists to replace: at a 20 Hz snapshot rate the shipped five-metre threshold is a hundred metres a second, so a projectile, a launched vehicle or a fast lift was snapped as though it had teleported, and a two-metre teleport was smoothed across the jump. Carrying the counter on the sample is what lets the buffer be told rather than guess.
Optional so that the three-argument form still compiles: a game sampling something that has no counter — a camera path, a replay — leaves it at zero, and a value that never changes never triggers a snap.
Fields and properties (4)
public Tick TickThe tick the server stamped on it.
public Vector3 PositionWhere it was.
public Quaternion RotationWhich way it faced.
public byte TeleportCountNetworkTransform.TeleportCount as it stood when this sample was taken. A change between two consecutive samples means the object was put at the second one rather than having moved there, so nothing may interpolate or extrapolate across the pair.
Methods (1)
public TransformSample(Tick Tick, Vector3 Position, Quaternion Rotation, byte TeleportCount = 0)Where something was, at a tick.
Used by (4)
- GameClientMultiplayer
- MotionTestsVixen.Net.Tests
- NetworkTransformInterpolateSystemVixen.Net.Engine
- SnapshotBufferVixen.Net