public void SetRenderObj(GameObject gameObject)
        {
            base.renderObj = gameObject;

            gameObject.AddComponent <FirstEntityUnity>();

            BaseSynchronizer synchronizer = gameObject.AddComponent <BaseSynchronizer>();

            //unity组件的初始化
            synchronizer.SetTarget(this);
        }
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        public void SetRenderObj(GameObject gameObject)
        {
            base.renderObj = gameObject;

            gameObject.AddComponent <AccountUnity>();

            BaseSynchronizer synchronizer = null;

            if (isPlayer())
            {
                synchronizer = gameObject.AddComponent <BaseSynchronizer>();
                //unity组件的初始化
                synchronizer.SetTarget(this);
            }
        }
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    private void EngineEvents_OnUpdatePosition(Entity entity)
    {
        if (entity.renderObj == null)
        {
            return;
        }
        BaseSynchronizer s = null;

        if (!_entitySynchronizerDict.TryGetValue(entity.id, out s))
        {
            return;
        }
        s.SetDestPosition(entity.position);
        s.SpaceID = KBEngineApp.app.spaceID;
        //GameEntity gameEntity = ((UnityEngine.GameObject)entity.renderObj).GetComponent<GameEntity>();
        //      gameEntity.destPosition = entity.position;
        //      gameEntity.isOnGround = entity.isOnGround;
        //      gameEntity.spaceID = KBEngineApp.app.spaceID;
    }
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    private void EngineEvents_OnSetDirection(Entity entity)
    {
        if (entity.renderObj == null)
        {
            return;
        }
        BaseSynchronizer s = null;

        if (!_entitySynchronizerDict.TryGetValue(entity.id, out s))
        {
            return;
        }
        //服务器上是roll, pitch, yaw,所以是y,z,x对应unity的x,y,z
        s.SetDestDirection(EngineUtils.EngineDirectionToUnity(entity.direction));
        s.SpaceID = KBEngineApp.app.spaceID;
        //GameEntity gameEntity = ((UnityEngine.GameObject)entity.renderObj).GetComponent<GameEntity>();
        //gameEntity.destDirection = new Vector3(entity.direction.y, entity.direction.z, entity.direction.x);
        //gameEntity.spaceID = KBEngineApp.app.spaceID;
    }