public sealed class NetworkRigidBodyCaptureSystemPublishes a body's motion, on the peer that owns the simulation.
No guide page documents this yet — the page shows what the code says about itself.
As a system
- Phase
- FixedUpdate
- Writes
- NetworkRigidBody
- Runs before
- NetworkTransformCaptureSystem
- Runs after
- PhysicsWritebackSystem
Remarks
Runs after physics has written its results back, and before the replication capture reads them. That ordering is the whole job — a tick out of place here publishes last tick's motion, which is a systematic one-tick lag that nothing reports and that lag compensation would then faithfully rewind to.
It also translates PhysicsTeleport into NetworkTeleport, so a body the simulation moved discontinuously is one the receiver refuses to interpolate across. Two tags rather than one because the physics package cannot know about the network one, and this is the package that knows about both.
Fields and properties (6)
public const float RestSpeedBelow this speed a body is called stopped and its velocity stops being sent.
public NetworkRulesRegistry? RulesWho decides what, and who this peer is.
public PlayerId LocalWhich player this peer is, or None for a server.
public SystemAccess AccessWhat this system reads and writes.
public long PublishedCountHow many bodies have been published.
public long RestingCountHow many were at rest and therefore cost nothing.
Methods (3)
public override JobHandle Update(in SystemContext context, JobHandle dependency)Runs the system.
public void Publish(World world)Publishes every networked body's motion.
public bool IsAuthority(NetworkId id)Whether this peer is the one that decides where a body is.
Used by (1)
- NetworkRigidBodyTestsVixen.Net.Physics.Tests