diff --git a/Assets/Mirror/Components/NetworkTransform2k/NetworkTransformBase.cs b/Assets/Mirror/Components/NetworkTransform2k/NetworkTransformBase.cs index c81a7d5b6..800b85160 100644 --- a/Assets/Mirror/Components/NetworkTransform2k/NetworkTransformBase.cs +++ b/Assets/Mirror/Components/NetworkTransform2k/NetworkTransformBase.cs @@ -301,41 +301,66 @@ protected virtual bool Validate(Vector3 localPosition, Quaternion localRotation, // it's then either sent fully (initial) or delta compressed. void SerializeEverything(NetworkWriter writer) { - // position, quantized to longs - Compression.ScaleToLong(targetComponent.localPosition, positionPrecision, out long pX, out long pY, out long pZ); // local for VR - writer.WriteLong(pX); - writer.WriteLong(pY); - writer.WriteLong(pZ); + // delta compression filters out unchanged data. + // however, we still only serialize selectively instead of writing all. + // reduces bittree hierarchy depth, initial spawn packet etc. - // rotation: - // TODO quantization later. - // TODO ensure it's exactly the same if not rotated. - writer.WriteQuaternion(targetComponent.localRotation); + // position, quantized to longs + if (syncPosition) + { + Compression.ScaleToLong(targetComponent.localPosition, positionPrecision, out long pX, out long pY, out long pZ); // local for VR + writer.WriteLong(pX); + writer.WriteLong(pY); + writer.WriteLong(pZ); + } + + // rotation + if (syncRotation) + { + // TODO quantization later. + // TODO ensure it's exactly the same if not rotated. + writer.WriteQuaternion(targetComponent.localRotation); + } // scale, quantized to longs - Compression.ScaleToLong(targetComponent.localScale, scalePrecision, out long sX, out long sY, out long sZ); // local for VR - writer.WriteLong(sX); - writer.WriteLong(sY); - writer.WriteLong(sZ); + if (syncScale) + { + Compression.ScaleToLong(targetComponent.localScale, scalePrecision, out long sX, out long sY, out long sZ); // local for VR + writer.WriteLong(sX); + writer.WriteLong(sY); + writer.WriteLong(sZ); + } } - // deserialize full data after delta compression + // deserialize data after delta compression void DeserializeEverything(NetworkReader reader, out Vector3 position, out Quaternion rotation, out Vector3 scale) { // position - long pX = reader.ReadLong(); - long pY = reader.ReadLong(); - long pZ = reader.ReadLong(); - position = Compression.ScaleToFloat(pX, pY, pZ, positionPrecision); + if (syncPosition) + { + long pX = reader.ReadLong(); + long pY = reader.ReadLong(); + long pZ = reader.ReadLong(); + position = Compression.ScaleToFloat(pX, pY, pZ, positionPrecision); + } + else position = targetComponent.localPosition; // rotation - rotation = reader.ReadQuaternion(); + if (syncRotation) + { + rotation = reader.ReadQuaternion(); + } + else rotation = targetComponent.localRotation; // scale - long sX = reader.ReadLong(); - long sY = reader.ReadLong(); - long sZ = reader.ReadLong(); - scale = Compression.ScaleToFloat(sX, sY, sZ, scalePrecision); + if (syncScale) + { + long sX = reader.ReadLong(); + long sY = reader.ReadLong(); + long sZ = reader.ReadLong(); + scale = Compression.ScaleToFloat(sX, sY, sZ, scalePrecision); + } + else scale = targetComponent.localScale; } // last serialization for delta compression