void Start() { _predictedMovement = GetComponent <PredictedNetworkMovement>(); _rigidbody = GetComponent <Rigidbody>(); if (!isServer && !isLocalPlayer) { _rigidbody.isKinematic = true; return; } PhysicsNetworkUpdater.Instance.CreatePhysicsSceneForGO(this.gameObject); _predictedMovement.InputProcessorComponent.OnInputExecuted += OnInputProcessedAndExecuted; }
private void Awake() { ServerSyncer = GetComponent <PredictedNetworkMovement>(); }
void Awake() { _predictedMovementComponent = GetComponent <PredictedNetworkMovement>(); }
public void UpdatePhysics(PredictedNetworkMovement NM) { _PhysicsScenes[NM.gameObject].Item2.Simulate(Time.fixedDeltaTime); }