private void SendSnapshot() { _snapshotMessage = new SnapshotMessage(_playerCubes, _littleCubes); foreach (var connection in _connectedPlayers) { if (!Input.GetKey(KeyCode.Space)) { NetworkServer.SendToObservers(connection, _snapshotMessage, 1); // 1 is unreliable } } }
public SnapshotMessage Copy() { SnapshotMessage message = new SnapshotMessage(); message.SequenceNumber = SequenceNumber; message.NumberOfPlayers = NumberOfPlayers; message.NumberOfLittleCubes = NumberOfLittleCubes; message.Positions = Positions; message.Rotations = Rotations; return(message); }
public InterpolationData(float time, SnapshotMessage snapshot) { Time = time; Snapshot = snapshot; }