mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
perf(Prediction): ghosts-on-demand(!)
This commit is contained in:
parent
946716b29a
commit
2f9d60be48
@ -24,11 +24,18 @@ public enum CorrectionMode
|
||||
public class PredictedRigidbody : NetworkBehaviour
|
||||
{
|
||||
Transform tf; // this component is performance critical. cache .transform getter!
|
||||
Rigidbody rb; // own rigidbody on server. this is never moved to a physics copy.
|
||||
protected Rigidbody predictedRigidbody; // always valid, even while moved onto the ghost.
|
||||
Vector3 lastPosition;
|
||||
|
||||
// [Tooltip("Broadcast changes if position changed by more than ... meters.")]
|
||||
// public float positionSensitivity = 0.01f;
|
||||
// motion smoothing happen on-demand, because it requires moving physics components to another GameObject.
|
||||
// this only starts at a given velocity and ends when stopped moving.
|
||||
// to avoid constant on/off/on effects, it also stays on for a minimum time.
|
||||
[Header("Motion Smoothing")]
|
||||
[Tooltip("Smoothing via Ghost-following only happens on demand, while moving with a minimum velocity.")]
|
||||
public float motionSmoothingVelocityThreshold = 0.1f;
|
||||
public float motionSmoothingAngularVelocityThreshold = 0.1f;
|
||||
public float motionSmoothingMinimumTime = 0.5f;
|
||||
double motionSmoothingStartTime;
|
||||
|
||||
// client keeps state history for correction & reconciliation.
|
||||
// this needs to be a SortedList because we need to be able to insert inbetween.
|
||||
@ -63,8 +70,8 @@ public class PredictedRigidbody : NetworkBehaviour
|
||||
[Header("Visual Interpolation")]
|
||||
[Tooltip("After creating the visual interpolation object, keep showing the original Rigidbody with a ghost (transparent) material for debugging.")]
|
||||
public bool showGhost = true;
|
||||
public float ghostDistanceThreshold = 0.1f;
|
||||
public float ghostEnabledCheckInterval = 0.2f;
|
||||
[Tooltip("Physics components are moved onto a ghost object beyond this threshold. Main object visually interpolates to it.")]
|
||||
public float ghostVelocityThreshold = 0.1f;
|
||||
|
||||
[Tooltip("After creating the visual interpolation object, replace this object's renderer materials with the ghost (ideally transparent) material.")]
|
||||
public Material localGhostMaterial;
|
||||
@ -87,9 +94,9 @@ public class PredictedRigidbody : NetworkBehaviour
|
||||
// Rigidbody & Collider are moved out into a separate object.
|
||||
// this way the visual object can smoothly follow.
|
||||
protected GameObject physicsCopy;
|
||||
protected Transform physicsCopyTransform; // caching to avoid GetComponent
|
||||
protected Rigidbody physicsCopyRigidbody; // caching to avoid GetComponent
|
||||
protected Collider physicsCopyCollider; // caching to avoid GetComponent
|
||||
// protected Transform physicsCopyTransform; // caching to avoid GetComponent
|
||||
// protected Rigidbody physicsCopyRigidbody => rb; // caching to avoid GetComponent
|
||||
// protected Collider physicsCopyCollider; // caching to avoid GetComponent
|
||||
float smoothFollowThreshold; // caching to avoid calculation in LateUpdate
|
||||
|
||||
// we also create one extra ghost for the exact known server state.
|
||||
@ -98,8 +105,12 @@ public class PredictedRigidbody : NetworkBehaviour
|
||||
void Awake()
|
||||
{
|
||||
tf = transform;
|
||||
rb = GetComponent<Rigidbody>();
|
||||
if (rb == null) throw new InvalidOperationException($"Prediction: {name} is missing a Rigidbody component.");
|
||||
predictedRigidbody = GetComponent<Rigidbody>();
|
||||
if (predictedRigidbody == null) throw new InvalidOperationException($"Prediction: {name} is missing a Rigidbody component.");
|
||||
|
||||
// cache some threshold to avoid calculating them in LateUpdate
|
||||
float colliderSize = GetComponentInChildren<Collider>().bounds.size.magnitude;
|
||||
smoothFollowThreshold = colliderSize * teleportDistanceMultiplier;
|
||||
}
|
||||
|
||||
protected virtual void CopyRenderersAsGhost(GameObject destination, Material material)
|
||||
@ -164,9 +175,6 @@ protected virtual void CreateGhosts()
|
||||
// add the PredictedRigidbodyPhysical component
|
||||
PredictedRigidbodyPhysicsGhost physicsGhostRigidbody = physicsCopy.AddComponent<PredictedRigidbodyPhysicsGhost>();
|
||||
physicsGhostRigidbody.target = tf;
|
||||
physicsGhostRigidbody.ghostDistanceThreshold = ghostDistanceThreshold;
|
||||
physicsGhostRigidbody.ghostEnabledCheckInterval = ghostEnabledCheckInterval;
|
||||
|
||||
// move the rigidbody component & all colliders to the physics GameObject
|
||||
PredictionUtils.MovePhysicsComponents(gameObject, physicsCopy);
|
||||
|
||||
@ -175,8 +183,6 @@ protected virtual void CreateGhosts()
|
||||
{
|
||||
// one for the locally predicted rigidbody
|
||||
CopyRenderersAsGhost(physicsCopy, localGhostMaterial);
|
||||
physicsGhostRigidbody.ghostDistanceThreshold = ghostDistanceThreshold;
|
||||
physicsGhostRigidbody.ghostEnabledCheckInterval = ghostEnabledCheckInterval;
|
||||
|
||||
// one for the latest remote state for comparison
|
||||
// it's important to copy world position/rotation/scale, not local!
|
||||
@ -192,23 +198,11 @@ protected virtual void CreateGhosts()
|
||||
remoteCopy.transform.position = tf.position; // world position!
|
||||
remoteCopy.transform.rotation = tf.rotation; // world rotation!
|
||||
remoteCopy.transform.localScale = tf.lossyScale; // world scale!
|
||||
PredictedRigidbodyRemoteGhost predictedGhost = remoteCopy.AddComponent<PredictedRigidbodyRemoteGhost>();
|
||||
predictedGhost.target = tf;
|
||||
predictedGhost.ghostDistanceThreshold = ghostDistanceThreshold;
|
||||
predictedGhost.ghostEnabledCheckInterval = ghostEnabledCheckInterval;
|
||||
CopyRenderersAsGhost(remoteCopy, remoteGhostMaterial);
|
||||
}
|
||||
|
||||
// cache components to avoid GetComponent calls at runtime
|
||||
physicsCopyTransform = physicsCopy.transform;
|
||||
physicsCopyRigidbody = physicsCopy.GetComponent<Rigidbody>();
|
||||
physicsCopyCollider = physicsCopy.GetComponentInChildren<Collider>();
|
||||
if (physicsCopyRigidbody == null) throw new Exception("SeparatePhysics: couldn't find final Rigidbody.");
|
||||
if (physicsCopyCollider == null) throw new Exception("SeparatePhysics: couldn't find final Collider.");
|
||||
|
||||
// cache some threshold to avoid calculating them in LateUpdate
|
||||
float colliderSize = physicsCopyCollider.bounds.size.magnitude;
|
||||
smoothFollowThreshold = colliderSize * teleportDistanceMultiplier;
|
||||
// assign our Rigidbody reference to the ghost
|
||||
predictedRigidbody = physicsCopy.GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
protected virtual void DestroyGhosts()
|
||||
@ -220,6 +214,9 @@ protected virtual void DestroyGhosts()
|
||||
{
|
||||
PredictionUtils.MovePhysicsComponents(physicsCopy, gameObject);
|
||||
Destroy(physicsCopy);
|
||||
|
||||
// reassign our Rigidbody reference
|
||||
predictedRigidbody = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
// simply destroy the remote copy
|
||||
@ -259,7 +256,8 @@ protected virtual void SmoothFollowPhysicsCopy()
|
||||
|
||||
// FAST VERSION: this shows in profiler a lot, so cache EVERYTHING!
|
||||
tf.GetPositionAndRotation(out Vector3 currentPosition, out Quaternion currentRotation); // faster than tf.position + tf.rotation
|
||||
physicsCopyTransform.GetPositionAndRotation(out Vector3 physicsPosition, out Quaternion physicsRotation); // faster than physicsCopyRigidbody.position + physicsCopyRigidbody.rotation
|
||||
Vector3 physicsPosition = predictedRigidbody.position;
|
||||
Quaternion physicsRotation = predictedRigidbody.rotation;
|
||||
float deltaTime = Time.deltaTime;
|
||||
|
||||
float distance = Vector3.Distance(currentPosition, physicsPosition);
|
||||
@ -286,13 +284,6 @@ protected virtual void SmoothFollowPhysicsCopy()
|
||||
tf.SetPositionAndRotation(newPosition, newRotation);
|
||||
}
|
||||
|
||||
// creater visual copy only on clients, where players are watching.
|
||||
public override void OnStartClient()
|
||||
{
|
||||
// OnDeserialize may have already created this
|
||||
if (physicsCopy == null) CreateGhosts();
|
||||
}
|
||||
|
||||
// destroy visual copy only in OnStopClient().
|
||||
// OnDestroy() wouldn't be called for scene objects that are only disabled instead of destroyed.
|
||||
public override void OnStopClient()
|
||||
@ -316,7 +307,7 @@ void UpdateServer()
|
||||
// next round of optimizations: if client received nothing for 1s,
|
||||
// force correct to last received state. then server doesn't need
|
||||
// to send once per second anymore.
|
||||
bool moving = rb.velocity != Vector3.zero; // on server, always use .rb. it has no physicsRigidbody.
|
||||
bool moving = predictedRigidbody.velocity != Vector3.zero;
|
||||
syncInterval = moving ? 0 : 1;
|
||||
}
|
||||
|
||||
@ -324,15 +315,52 @@ void UpdateServer()
|
||||
SetDirty();
|
||||
}
|
||||
|
||||
// movement detection is virtual, in case projects want to use other methods.
|
||||
protected virtual bool IsMoving() =>
|
||||
predictedRigidbody.velocity.magnitude >= motionSmoothingVelocityThreshold ||
|
||||
predictedRigidbody.angularVelocity.magnitude >= motionSmoothingAngularVelocityThreshold;
|
||||
|
||||
void UpdateGhosting()
|
||||
{
|
||||
// client only uses ghosts on demand while interacting.
|
||||
// this way 1000 GameObjects don't need +1000 Ghost GameObjects all the time!
|
||||
|
||||
// no ghost at the moment
|
||||
if (physicsCopy == null)
|
||||
{
|
||||
// faster than velocity threshold? then create the ghosts.
|
||||
// with 10% buffer zone so we don't flip flop all the time.
|
||||
if (IsMoving())
|
||||
{
|
||||
motionSmoothingStartTime = NetworkTime.time;
|
||||
CreateGhosts();
|
||||
OnBeginPrediction();
|
||||
}
|
||||
}
|
||||
// ghosting at the moment
|
||||
else
|
||||
{
|
||||
// slower than velocity threshold? then destroy the ghosts.
|
||||
// with a minimum time since starting to move, to avoid on/off/on effects.
|
||||
if (!IsMoving() && NetworkTime.time >= motionSmoothingStartTime + motionSmoothingMinimumTime)
|
||||
{
|
||||
DestroyGhosts();
|
||||
OnEndPrediction();
|
||||
physicsCopy = null; // TESTING
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (isServer) UpdateServer();
|
||||
if (isClientOnly) UpdateGhosting();
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
// only follow on client-only, not in server or host mode
|
||||
if (isClientOnly) SmoothFollowPhysicsCopy();
|
||||
if (isClientOnly && physicsCopy) SmoothFollowPhysicsCopy();
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
@ -394,7 +422,7 @@ void RecordState()
|
||||
// grab current position/rotation/velocity only once.
|
||||
// this is performance critical, avoid calling .transform multiple times.
|
||||
tf.GetPositionAndRotation(out Vector3 currentPosition, out Quaternion currentRotation); // faster than accessing .position + .rotation manually
|
||||
Vector3 currentVelocity = physicsCopyRigidbody.velocity;
|
||||
Vector3 currentVelocity = predictedRigidbody.velocity;
|
||||
|
||||
// calculate delta to previous state (if any)
|
||||
Vector3 positionDelta = Vector3.zero;
|
||||
@ -433,23 +461,25 @@ void RecordState()
|
||||
protected virtual void OnSnappedIntoPlace() {}
|
||||
protected virtual void OnBeforeApplyState() {}
|
||||
protected virtual void OnCorrected() {}
|
||||
protected virtual void OnBeginPrediction() {} // when the Rigidbody moved above threshold and we created a ghost
|
||||
protected virtual void OnEndPrediction() {} // when the Rigidbody came to rest and we destroyed the ghost
|
||||
|
||||
void ApplyState(double timestamp, Vector3 position, Quaternion rotation, Vector3 velocity)
|
||||
{
|
||||
// fix rigidbodies seemingly dancing in place instead of coming to rest.
|
||||
// hard snap to the position below a threshold velocity.
|
||||
// this is fine because the visual object still smoothly interpolates to it.
|
||||
if (physicsCopyRigidbody.velocity.magnitude <= snapThreshold)
|
||||
if (predictedRigidbody.velocity.magnitude <= snapThreshold)
|
||||
{
|
||||
// Debug.Log($"Prediction: snapped {name} into place because velocity {physicsCopyRigidbody.velocity.magnitude:F3} <= {snapThreshold:F3}");
|
||||
// Debug.Log($"Prediction: snapped {name} into place because velocity {predictedRigidbody.velocity.magnitude:F3} <= {snapThreshold:F3}");
|
||||
|
||||
// apply server state immediately.
|
||||
// important to apply velocity as well, instead of Vector3.zero.
|
||||
// in case an object is still slightly moving, we don't want it
|
||||
// to stop and start moving again on client - slide as well here.
|
||||
physicsCopyRigidbody.position = position;
|
||||
physicsCopyRigidbody.rotation = rotation;
|
||||
physicsCopyRigidbody.velocity = velocity;
|
||||
predictedRigidbody.position = position;
|
||||
predictedRigidbody.rotation = rotation;
|
||||
predictedRigidbody.velocity = velocity;
|
||||
|
||||
// clear history and insert the exact state we just applied.
|
||||
// this makes future corrections more accurate.
|
||||
@ -478,17 +508,17 @@ void ApplyState(double timestamp, Vector3 position, Quaternion rotation, Vector3
|
||||
// TODO is this a good idea? what about next capture while it's interpolating?
|
||||
if (correctionMode == CorrectionMode.Move)
|
||||
{
|
||||
physicsCopyRigidbody.MovePosition(position);
|
||||
physicsCopyRigidbody.MoveRotation(rotation);
|
||||
predictedRigidbody.MovePosition(position);
|
||||
predictedRigidbody.MoveRotation(rotation);
|
||||
}
|
||||
else if (correctionMode == CorrectionMode.Set)
|
||||
{
|
||||
physicsCopyRigidbody.position = position;
|
||||
physicsCopyRigidbody.rotation = rotation;
|
||||
predictedRigidbody.position = position;
|
||||
predictedRigidbody.rotation = rotation;
|
||||
}
|
||||
|
||||
// there's only one way to set velocity
|
||||
physicsCopyRigidbody.velocity = velocity;
|
||||
predictedRigidbody.velocity = velocity;
|
||||
}
|
||||
|
||||
// process a received server state.
|
||||
@ -522,8 +552,8 @@ void OnReceivedState(double timestamp, RigidbodyState state)
|
||||
//
|
||||
// if this ever causes issues, feel free to disable it.
|
||||
if (compareLastFirst &&
|
||||
Vector3.Distance(state.position, physicsCopyRigidbody.position) < positionCorrectionThreshold &&
|
||||
Quaternion.Angle(state.rotation, physicsCopyRigidbody.rotation) < rotationCorrectionThreshold)
|
||||
Vector3.Distance(state.position, predictedRigidbody.position) < positionCorrectionThreshold &&
|
||||
Quaternion.Angle(state.rotation, predictedRigidbody.rotation) < rotationCorrectionThreshold)
|
||||
{
|
||||
// Debug.Log($"OnReceivedState for {name}: taking optimized early return!");
|
||||
return;
|
||||
@ -574,7 +604,7 @@ void OnReceivedState(double timestamp, RigidbodyState state)
|
||||
// we clamp it to 'now'.
|
||||
// but only correct if off by threshold.
|
||||
// TODO maybe we should interpolate this back to 'now'?
|
||||
if (Vector3.Distance(state.position, physicsCopyRigidbody.position) >= positionCorrectionThreshold)
|
||||
if (Vector3.Distance(state.position, predictedRigidbody.position) >= positionCorrectionThreshold)
|
||||
{
|
||||
double ahead = state.timestamp - newest.timestamp;
|
||||
Debug.Log($"Hard correction because the client is ahead of the server by {(ahead*1000):F1}ms. History of size={stateHistory.Count} @ t={timestamp:F3} oldest={oldest.timestamp:F3} newest={newest.timestamp:F3}. This can happen when latency is near zero, and is fine unless it shows jitter.");
|
||||
@ -650,16 +680,12 @@ public override void OnSerialize(NetworkWriter writer, bool initialState)
|
||||
writer.WriteFloat(Time.deltaTime);
|
||||
writer.WriteVector3(position);
|
||||
writer.WriteQuaternion(rotation);
|
||||
writer.WriteVector3(rb.velocity); // own rigidbody on server, it's never moved to physics copy
|
||||
writer.WriteVector3(predictedRigidbody.velocity);
|
||||
}
|
||||
|
||||
// read the server's state, compare with client state & correct if necessary.
|
||||
public override void OnDeserialize(NetworkReader reader, bool initialState)
|
||||
{
|
||||
// this may be called before OnStartClient.
|
||||
// in that case, separate physics first before applying state.
|
||||
if (physicsCopy == null) CreateGhosts();
|
||||
|
||||
// deserialize data
|
||||
// we want to know the time on the server when this was sent, which is remoteTimestamp.
|
||||
double timestamp = NetworkClient.connection.remoteTimeStamp;
|
||||
@ -697,5 +723,44 @@ protected override void OnValidate()
|
||||
// then we can maybe relax this a bit.
|
||||
syncInterval = 0;
|
||||
}
|
||||
|
||||
// helper function for Physics tests to check if a Rigidbody belongs to
|
||||
// a PredictedRigidbody component (either on it, or on its ghost).
|
||||
public static bool IsPredicted(Rigidbody rb, out PredictedRigidbody predictedRigidbody)
|
||||
{
|
||||
// by default, Rigidbody is on the PredictedRigidbody GameObject
|
||||
if (rb.TryGetComponent(out predictedRigidbody))
|
||||
return true;
|
||||
|
||||
// it might be on a ghost while interacting
|
||||
if (rb.TryGetComponent(out PredictedRigidbodyPhysicsGhost ghost))
|
||||
{
|
||||
predictedRigidbody = ghost.target.GetComponent<PredictedRigidbody>();
|
||||
return true;
|
||||
}
|
||||
|
||||
// otherwise the Rigidbody does not belong to any PredictedRigidbody.
|
||||
predictedRigidbody = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
// helper function for Physics tests to check if a Collider (which may be in children) belongs to
|
||||
// a PredictedRigidbody component (either on it, or on its ghost).
|
||||
public static bool IsPredicted(Collider co, out PredictedRigidbody predictedRigidbody)
|
||||
{
|
||||
// by default, Collider is on the PredictedRigidbody GameObject or it's children.
|
||||
predictedRigidbody = co.GetComponentInParent<PredictedRigidbody>();
|
||||
if (predictedRigidbody != null)
|
||||
return true;
|
||||
|
||||
// it might be on a ghost while interacting
|
||||
PredictedRigidbodyPhysicsGhost ghost = co.GetComponentInParent<PredictedRigidbodyPhysicsGhost>();
|
||||
if (ghost != null && ghost.target != null && ghost.target.TryGetComponent(out predictedRigidbody))
|
||||
return true;
|
||||
|
||||
// otherwise the Rigidbody does not belong to any PredictedRigidbody.
|
||||
predictedRigidbody = null;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,6 @@
|
||||
// Prediction moves out the Rigidbody & Collider into a separate object.
|
||||
// This way the main (visual) object can smoothly follow it, instead of hard.
|
||||
using System;
|
||||
// this component simply points back to the owner component.
|
||||
// in case Raycasts hit it and need to know the owner, etc.
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror
|
||||
@ -11,66 +11,5 @@ public class PredictedRigidbodyPhysicsGhost : MonoBehaviour
|
||||
// PredictedRigidbody, this way we don't need to call the .transform getter.
|
||||
[Tooltip("The predicted rigidbody owner.")]
|
||||
public Transform target;
|
||||
|
||||
// ghost (settings are copyed from PredictedRigidbody)
|
||||
MeshRenderer ghost;
|
||||
public float ghostDistanceThreshold = 0.1f;
|
||||
public float ghostEnabledCheckInterval = 0.2f;
|
||||
double lastGhostEnabledCheckTime = 0;
|
||||
|
||||
// cache components because this is performance critical!
|
||||
Transform tf;
|
||||
Collider co;
|
||||
|
||||
// we add this component manually from PredictedRigidbody.
|
||||
// so assign this in Start. target isn't set in Awake yet.
|
||||
void Start()
|
||||
{
|
||||
tf = transform;
|
||||
co = GetComponent<Collider>();
|
||||
ghost = GetComponent<MeshRenderer>();
|
||||
}
|
||||
|
||||
void UpdateGhostRenderers()
|
||||
{
|
||||
// only if a ghost renderer was given
|
||||
if (ghost == null) return;
|
||||
|
||||
// enough to run this in a certain interval.
|
||||
// doing this every update would be overkill.
|
||||
// this is only for debug purposes anyway.
|
||||
if (NetworkTime.localTime < lastGhostEnabledCheckTime + ghostEnabledCheckInterval) return;
|
||||
lastGhostEnabledCheckTime = NetworkTime.localTime;
|
||||
|
||||
// only show ghost while interpolating towards the object.
|
||||
// if we are 'inside' the object then don't show ghost.
|
||||
// otherwise it just looks like z-fighting the whole time.
|
||||
// => iterated the renderers we found when creating the visual copy.
|
||||
// we don't want to GetComponentsInChildren every time here!
|
||||
bool insideTarget = Vector3.Distance(tf.position, target.position) <= ghostDistanceThreshold;
|
||||
ghost.enabled = !insideTarget;
|
||||
}
|
||||
|
||||
void Update() => UpdateGhostRenderers();
|
||||
|
||||
// always follow in late update, after update modified positions
|
||||
void LateUpdate()
|
||||
{
|
||||
// if owner gets network destroyed for any reason, destroy visual
|
||||
if (target == null) Destroy(gameObject);
|
||||
}
|
||||
|
||||
// also show a yellow gizmo for the predicted & corrected physics.
|
||||
// in case we can't renderer ghosts, at least we have this.
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
if (co != null)
|
||||
{
|
||||
// show the client's predicted & corrected physics in yellow
|
||||
Bounds bounds = co.bounds;
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireCube(bounds.center, bounds.size);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,59 +1 @@
|
||||
// simply ghost object that always follows last received server state.
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror
|
||||
{
|
||||
public class PredictedRigidbodyRemoteGhost : MonoBehaviour
|
||||
{
|
||||
// this is performance critical, so store target's .Transform instead of
|
||||
// PredictedRigidbody, this way we don't need to call the .transform getter.
|
||||
[Tooltip("The predicted rigidbody owner.")]
|
||||
public Transform target;
|
||||
|
||||
// ghost (settings are copyed from PredictedRigidbody)
|
||||
MeshRenderer ghost;
|
||||
public float ghostDistanceThreshold = 0.1f;
|
||||
public float ghostEnabledCheckInterval = 0.2f;
|
||||
double lastGhostEnabledCheckTime = 0;
|
||||
|
||||
// cache components because this is performance critical!
|
||||
Transform tf;
|
||||
|
||||
// we add this component manually from PredictedRigidbody.
|
||||
// so assign this in Start. target isn't set in Awake yet.
|
||||
void Start()
|
||||
{
|
||||
tf = transform;
|
||||
ghost = GetComponent<MeshRenderer>();
|
||||
}
|
||||
|
||||
void UpdateGhostRenderers()
|
||||
{
|
||||
// only if a ghost renderer was given
|
||||
if (ghost == null) return;
|
||||
|
||||
// enough to run this in a certain interval.
|
||||
// doing this every update would be overkill.
|
||||
// this is only for debug purposes anyway.
|
||||
if (NetworkTime.localTime < lastGhostEnabledCheckTime + ghostEnabledCheckInterval) return;
|
||||
lastGhostEnabledCheckTime = NetworkTime.localTime;
|
||||
|
||||
// only show ghost while interpolating towards the object.
|
||||
// if we are 'inside' the object then don't show ghost.
|
||||
// otherwise it just looks like z-fighting the whole time.
|
||||
// => iterated the renderers we found when creating the visual copy.
|
||||
// we don't want to GetComponentsInChildren every time here!
|
||||
bool insideTarget = Vector3.Distance(tf.position, target.position) <= ghostDistanceThreshold;
|
||||
ghost.enabled = !insideTarget;
|
||||
}
|
||||
|
||||
void Update() => UpdateGhostRenderers();
|
||||
|
||||
// always follow in late update, after update modified positions
|
||||
void LateUpdate()
|
||||
{
|
||||
// if owner gets network destroyed for any reason, destroy visual
|
||||
if (target == null) Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
// removed 2024-02-09
|
||||
|
Loading…
Reference in New Issue
Block a user