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ClientNetworkTransform.cs
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// Copyright (c) Meta Platforms, Inc. and affiliates.
using Unity.Netcode.Components;
using UnityEngine;
namespace Meta.Multiplayer.Core
{
/// <summary>
/// Used for syncing a transform with client side changes. This includes host.
/// Pure server as owner isn't supported by this. Please use NetworkTransform
/// for transforms that'll always be owned by the server.
/// </summary>
[DisallowMultipleComponent]
public class ClientNetworkTransform : NetworkTransform
{
public bool IgnoreUpdates { get; set; }
protected void UpdateCanCommit() => CanCommitToTransform = NetworkObject.IsOwner;
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
UpdateCanCommit();
if (CanCommitToTransform)
{
// workaround for issue
// https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/1560#issuecomment-1013217835
var cache = ScaleThreshold;
ScaleThreshold = -1;
var position = InLocalSpace ? transform.localPosition : transform.position;
var rotation = InLocalSpace ? transform.localRotation : transform.rotation;
var scale = transform.localScale;
Teleport(position, rotation, scale);
ScaleThreshold = cache;
}
}
protected override void Update()
{
UpdateCanCommit();
var thisTransform = transform;
var cacheLocalPosition = thisTransform.localPosition;
var cacheLocalRotation = thisTransform.localRotation;
base.Update();
if (IgnoreUpdates)
{
thisTransform.localPosition = cacheLocalPosition;
thisTransform.localRotation = cacheLocalRotation;
}
if (NetworkManager != null && (NetworkManager.IsConnectedClient || NetworkManager.IsListening))
{
if (CanCommitToTransform)
{
TryCommitTransformToServer(transform, NetworkManager.LocalTime.Time);
}
}
}
public override void OnGainedOwnership()
{
UpdateCanCommit();
base.OnGainedOwnership();
}
public override void OnLostOwnership()
{
UpdateCanCommit();
base.OnLostOwnership();
}
protected override bool OnIsServerAuthoritative()
{
return false;
}
}
}