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NetworkRigidbodyUnreliable forked as NetworkRigidbodyFastMode
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using UnityEngine;
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namespace Mirror
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{
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// [RequireComponent(typeof(Rigidbody))] <- OnValidate ensures this is on .target
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[AddComponentMenu("Network/Network Rigidbody (Fast Mode)")]
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public class NetworkRigidbodyFastMode : NetworkTransformFastMode
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{
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bool clientAuthority => syncDirection == SyncDirection.ClientToServer;
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Rigidbody rb;
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bool wasKinematic;
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protected override void OnValidate()
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{
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// Skip if Editor is in Play mode
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if (Application.isPlaying) return;
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base.OnValidate();
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// we can't overwrite .target to be a Rigidbody.
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// but we can ensure that .target has a Rigidbody, and use it.
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if (target.GetComponent<Rigidbody>() == null)
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{
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Debug.LogWarning($"{name}'s NetworkRigidbody.target {target.name} is missing a Rigidbody", this);
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}
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}
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// cach Rigidbody and original isKinematic setting
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protected override void Awake()
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{
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// we can't overwrite .target to be a Rigidbody.
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// but we can use its Rigidbody component.
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rb = target.GetComponent<Rigidbody>();
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if (rb == null)
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{
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Debug.LogError($"{name}'s NetworkRigidbody.target {target.name} is missing a Rigidbody", this);
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return;
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}
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wasKinematic = rb.isKinematic;
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base.Awake();
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}
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// reset forced isKinematic flag to original.
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// otherwise the overwritten value would remain between sessions forever.
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// for example, a game may run as client, set rigidbody.iskinematic=true,
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// then run as server, where .iskinematic isn't touched and remains at
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// the overwritten=true, even though the user set it to false originally.
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public override void OnStopServer() => rb.isKinematic = wasKinematic;
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public override void OnStopClient() => rb.isKinematic = wasKinematic;
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// overwriting Construct() and Apply() to set Rigidbody.MovePosition
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// would give more jittery movement.
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// FixedUpdate for physics
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void FixedUpdate()
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{
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// who ever has authority moves the Rigidbody with physics.
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// everyone else simply sets it to kinematic.
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// so that only the Transform component is synced.
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// host mode
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if (isServer && isClient)
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{
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// in host mode, we own it it if:
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// clientAuthority is disabled (hence server / we own it)
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// clientAuthority is enabled and we have authority over this object.
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bool owned = !clientAuthority || IsClientWithAuthority;
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// only set to kinematic if we don't own it
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// otherwise don't touch isKinematic.
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// the authority owner might use it either way.
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if (!owned) rb.isKinematic = true;
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}
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// client only
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else if (isClient)
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{
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// on the client, we own it only if clientAuthority is enabled,
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// and we have authority over this object.
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bool owned = IsClientWithAuthority;
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// only set to kinematic if we don't own it
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// otherwise don't touch isKinematic.
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// the authority owner might use it either way.
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if (!owned) rb.isKinematic = true;
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}
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// server only
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else if (isServer)
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{
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// on the server, we always own it if clientAuthority is disabled.
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bool owned = !clientAuthority;
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// only set to kinematic if we don't own it
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// otherwise don't touch isKinematic.
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// the authority owner might use it either way.
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if (!owned) rb.isKinematic = true;
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}
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}
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protected override void OnTeleport(Vector3 destination)
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{
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base.OnTeleport(destination);
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rb.position = transform.position;
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}
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protected override void OnTeleport(Vector3 destination, Quaternion rotation)
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{
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base.OnTeleport(destination, rotation);
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rb.position = transform.position;
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rb.rotation = transform.rotation;
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}
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}
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}
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@ -0,0 +1,11 @@
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