private Quaternion serverLastPredRotation; //CLIENT SIDE last predicted rot from server void Start() { inputStates = new Queue <CharacterInput.InputState>(); cameraMouseAim = Camera.main.GetComponent <CameraMouseAim>(); cameraAimPoint = Camera.main.GetComponent <CameraAimPoint>(); characterInput = GetComponent <CharacterInput>(); characterMovement = GetComponent <CharacterMovement>(); characterRotation = GetComponent <CharacterRotation>(); }
void Awake() { cameraAim = Camera.main.GetComponent<CameraAimPoint>(); }
void Awake() { cameraAim = Camera.main.GetComponent <CameraAimPoint>(); }
void Start() { inputStates = new Queue<CharacterInput.InputState>(); cameraMouseAim = Camera.main.GetComponent<CameraMouseAim>(); cameraAimPoint = Camera.main.GetComponent<CameraAimPoint>(); characterInput = GetComponent<CharacterInput>(); characterMovement = GetComponent<CharacterMovement>(); characterRotation = GetComponent<CharacterRotation>(); }