Пример #1
0
        void Start()
        {
            _predictedMovement = GetComponent <PredictedNetworkMovement>();
            _rigidbody         = GetComponent <Rigidbody>();

            if (!isServer && !isLocalPlayer)
            {
                _rigidbody.isKinematic = true;
                return;
            }

            PhysicsNetworkUpdater.Instance.CreatePhysicsSceneForGO(this.gameObject);

            _predictedMovement.InputProcessorComponent.OnInputExecuted += OnInputProcessedAndExecuted;
        }
Пример #2
0
 private void Awake()
 {
     ServerSyncer = GetComponent <PredictedNetworkMovement>();
 }
Пример #3
0
 void Awake()
 {
     _predictedMovementComponent = GetComponent <PredictedNetworkMovement>();
 }
 public void UpdatePhysics(PredictedNetworkMovement NM)
 {
     _PhysicsScenes[NM.gameObject].Item2.Simulate(Time.fixedDeltaTime);
 }