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fix: properly detect NT rotation (#1516)
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@ -36,7 +36,7 @@ public abstract class NetworkTransformBase : NetworkBehaviour
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[Header("Sensitivity")]
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[Header("Sensitivity")]
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[Tooltip("Changes to the transform must exceed these values to be transmitted on the network.")]
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[Tooltip("Changes to the transform must exceed these values to be transmitted on the network.")]
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public float localPositionSensitivity = .01f;
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public float localPositionSensitivity = .01f;
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[Tooltip("Changes to the transform must exceed these values to be transmitted on the network.")]
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[Tooltip("If rotation exceeds this angle, it will be transmitted on the network")]
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public float localRotationSensitivity = .01f;
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public float localRotationSensitivity = .01f;
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[Tooltip("Changes to the transform must exceed these values to be transmitted on the network.")]
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[Tooltip("Changes to the transform must exceed these values to be transmitted on the network.")]
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public float localScaleSensitivity = .01f;
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public float localScaleSensitivity = .01f;
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@ -344,8 +344,8 @@ bool HasEitherMovedRotatedScaled()
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// moved or rotated or scaled?
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// moved or rotated or scaled?
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// local position/rotation/scale for VR support
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// local position/rotation/scale for VR support
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bool moved = Vector3.Distance(lastPosition, targetComponent.transform.localPosition) > localPositionSensitivity;
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bool moved = Vector3.Distance(lastPosition, targetComponent.transform.localPosition) > localPositionSensitivity;
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bool rotated = Vector3.Distance(lastRotation.eulerAngles, targetComponent.transform.localRotation.eulerAngles) > localRotationSensitivity;
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bool scaled = Vector3.Distance(lastScale, targetComponent.transform.localScale) > localScaleSensitivity;
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bool scaled = Vector3.Distance(lastScale, targetComponent.transform.localScale) > localScaleSensitivity;
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bool rotated = Quaternion.Angle(lastRotation, targetComponent.transform.localRotation) > localRotationSensitivity;
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// save last for next frame to compare
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// save last for next frame to compare
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// (only if change was detected. otherwise slow moving objects might
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// (only if change was detected. otherwise slow moving objects might
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