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oumuamua step 1: raw unreliable
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Assets/Mirror/Components/Experimental/Oumuamua.meta
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Assets/Mirror/Components/Experimental/Oumuamua.meta
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fileFormatVersion: 2
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guid: 08e0fc21b95a46ddbdef2dd29f16baae
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timeCreated: 1615775769
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Assets/Mirror/Components/Experimental/Oumuamua/Oumuamua.cs
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Assets/Mirror/Components/Experimental/Oumuamua/Oumuamua.cs
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using UnityEngine;
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namespace Mirror.Experimental
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{
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[DisallowMultipleComponent]
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public class Oumuamua : OumuamuaBase
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{
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protected override Transform targetComponent => transform;
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}
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}
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fileFormatVersion: 2
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guid: 65fdf4217ea74fd4ba0cbcd82586133b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
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userData:
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assetBundleName:
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assetBundleVariant:
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// based on Glenn Fielder https://gafferongames.com/post/snapshot_interpolation/
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//
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// Base class for NetworkTransform and NetworkTransformChild.
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// => simple unreliable sync without any interpolation for now.
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// => which means we don't need teleport detection either
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using UnityEngine;
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namespace Mirror.Experimental
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{
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public abstract class OumuamuaBase : NetworkBehaviour
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{
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[Header("Authority")]
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[Tooltip("Set to true if moves come from owner client, set to false if moves always come from server")]
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public bool clientAuthority;
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// Is this a client with authority over this transform?
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// This component could be on the player object or any object that has been assigned authority to this client.
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bool IsClientWithAuthority => hasAuthority && clientAuthority;
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// target transform to sync. can be on a child.
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protected abstract Transform targetComponent { get; }
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// send interval: send frequently (unreliable, no interpolation)
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[Range(0, 1)] public float sendInterval = 0.050f;
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float lastClientSendTime;
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float lastServerSendTime;
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// local authority client sends sync message to server for broadcasting
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[Command(channel = Channels.DefaultUnreliable)]
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void CmdClientToServerSync(Vector3 localPosition, Quaternion localRotation, Vector3 localScale)
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{
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// apply if in client authority mode
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if (clientAuthority)
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{
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ApplyPositionRotationScale(localPosition, localRotation, localScale);
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}
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}
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// server broadcasts sync message to all clients
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[ClientRpc(channel = Channels.DefaultUnreliable)]
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void RpcServerToClientSync(Vector3 localPosition, Quaternion localRotation, Vector3 localScale)
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{
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// apply for all objects except local player with authority
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if (!IsClientWithAuthority)
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{
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ApplyPositionRotationScale(localPosition, localRotation, localScale);
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}
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}
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// set position carefully depending on the target component
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void ApplyPositionRotationScale(Vector3 position, Quaternion rotation, Vector3 scale)
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{
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// local position/rotation for VR support
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targetComponent.localPosition = position;
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targetComponent.localRotation = rotation;
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targetComponent.localScale = scale;
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}
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void Update()
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{
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// if server then always sync to others.
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if (isServer)
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{
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// check only each 'sendInterval'
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if (Time.time - lastServerSendTime >= sendInterval)
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{
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// broadcast to clients
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RpcServerToClientSync(targetComponent.localPosition,
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targetComponent.localRotation,
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targetComponent.localScale);
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lastServerSendTime = Time.time;
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}
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}
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// no 'else if' since host mode would be both
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if (isClient)
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{
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// send to server if we have local authority (and aren't the server)
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// -> only if connectionToServer has been initialized yet too
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if (!isServer && IsClientWithAuthority)
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{
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// check only each 'sendInterval'
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if (Time.time - lastClientSendTime >= sendInterval)
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{
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// send to server
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CmdClientToServerSync(targetComponent.localPosition,
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targetComponent.localRotation,
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targetComponent.localScale);
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lastClientSendTime = Time.time;
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}
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}
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 6019c95737204054bc9539ddfb873d5d
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
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userData:
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assetBundleName:
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assetBundleVariant:
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// A component to synchronize the position of child transforms of networked objects.
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// There must be a NetworkTransform on the root object of the hierarchy. There can be multiple NetworkTransformChild components on an object. This does not use physics for synchronization, it simply synchronizes the localPosition and localRotation of the child transform and lerps towards the recieved values.
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using UnityEngine;
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namespace Mirror.Experimental
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{
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public class OumuamuaChild : OumuamuaBase
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{
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[Header("Target")]
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public Transform target;
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protected override Transform targetComponent => target;
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}
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}
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fileFormatVersion: 2
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guid: 675e8da09276461db6642f4fc0558877
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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