#if ENABLE_UNET using System; using UnityEngine; namespace UnityEngine.Networking { [DisallowMultipleComponent] [AddComponentMenu("Network/NetworkTransform")] public class NetworkTransform : NetworkBehaviour { public enum TransformSyncMode { SyncNone = 0, SyncTransform = 1, SyncRigidbody2D = 2, SyncRigidbody3D = 3, SyncCharacterController = 4 } public enum AxisSyncMode { None, AxisX, AxisY, AxisZ, AxisXY, AxisXZ, AxisYZ, AxisXYZ } public enum CompressionSyncMode { None, Low, High } public delegate bool ClientMoveCallback3D(ref Vector3 position, ref Vector3 velocity, ref Quaternion rotation); public delegate bool ClientMoveCallback2D(ref Vector2 position, ref Vector2 velocity, ref float rotation); [SerializeField] TransformSyncMode m_TransformSyncMode = TransformSyncMode.SyncNone; [SerializeField] float m_SendInterval = 0.1f; [SerializeField] AxisSyncMode m_SyncRotationAxis = AxisSyncMode.AxisXYZ; [SerializeField] CompressionSyncMode m_RotationSyncCompression = CompressionSyncMode.None; [SerializeField] bool m_SyncSpin; [SerializeField] float m_MovementTheshold = 0.001f; [SerializeField] float m_VelocityThreshold = 0.0001f; [SerializeField] float m_SnapThreshold = 5.0f; [SerializeField] float m_InterpolateRotation = 1.0f; [SerializeField] float m_InterpolateMovement = 1.0f; [SerializeField] ClientMoveCallback3D m_ClientMoveCallback3D; [SerializeField] ClientMoveCallback2D m_ClientMoveCallback2D; Rigidbody m_RigidBody3D; Rigidbody2D m_RigidBody2D; CharacterController m_CharacterController; bool m_Grounded = true; // movement smoothing Vector3 m_TargetSyncPosition; Vector3 m_TargetSyncVelocity; Vector3 m_FixedPosDiff; Quaternion m_TargetSyncRotation3D; Vector3 m_TargetSyncAngularVelocity3D; float m_TargetSyncRotation2D; float m_TargetSyncAngularVelocity2D; float m_LastClientSyncTime; // last time client received a sync from server float m_LastClientSendTime; // last time client send a sync to server Vector3 m_PrevPosition; Quaternion m_PrevRotation; float m_PrevRotation2D; float m_PrevVelocity; const float k_LocalMovementThreshold = 0.00001f; const float k_LocalRotationThreshold = 0.00001f; const float k_LocalVelocityThreshold = 0.00001f; const float k_MoveAheadRatio = 0.1f; NetworkWriter m_LocalTransformWriter; // settings public TransformSyncMode transformSyncMode { get { return m_TransformSyncMode; } set { m_TransformSyncMode = value; } } public float sendInterval { get { return m_SendInterval; } set { m_SendInterval = value; } } public AxisSyncMode syncRotationAxis { get { return m_SyncRotationAxis; } set { m_SyncRotationAxis = value; } } public CompressionSyncMode rotationSyncCompression { get { return m_RotationSyncCompression; } set { m_RotationSyncCompression = value; } } public bool syncSpin { get { return m_SyncSpin; } set { m_SyncSpin = value; } } public float movementTheshold { get { return m_MovementTheshold; } set { m_MovementTheshold = value; } } public float velocityThreshold { get { return m_VelocityThreshold; } set { m_VelocityThreshold = value; } } public float snapThreshold { get { return m_SnapThreshold; } set { m_SnapThreshold = value; } } public float interpolateRotation { get { return m_InterpolateRotation; } set { m_InterpolateRotation = value; } } public float interpolateMovement { get { return m_InterpolateMovement; } set { m_InterpolateMovement = value; } } public ClientMoveCallback3D clientMoveCallback3D { get { return m_ClientMoveCallback3D; } set { m_ClientMoveCallback3D = value; } } public ClientMoveCallback2D clientMoveCallback2D { get { return m_ClientMoveCallback2D; } set { m_ClientMoveCallback2D = value; } } // runtime data public CharacterController characterContoller { get { return m_CharacterController; } } public Rigidbody rigidbody3D { get { return m_RigidBody3D; } } #if !PLATFORM_WINRT new #endif public Rigidbody2D rigidbody2D { get { return m_RigidBody2D; } } public float lastSyncTime { get { return m_LastClientSyncTime; } } public Vector3 targetSyncPosition { get { return m_TargetSyncPosition; } } public Vector3 targetSyncVelocity { get { return m_TargetSyncVelocity; } } public Quaternion targetSyncRotation3D { get { return m_TargetSyncRotation3D; } } public float targetSyncRotation2D { get { return m_TargetSyncRotation2D; } } public bool grounded { get { return m_Grounded; } set { m_Grounded = value; } } void OnValidate() { if (m_TransformSyncMode < TransformSyncMode.SyncNone || m_TransformSyncMode > TransformSyncMode.SyncCharacterController) { m_TransformSyncMode = TransformSyncMode.SyncTransform; } if (m_SendInterval < 0) { m_SendInterval = 0; } if (m_SyncRotationAxis < AxisSyncMode.None || m_SyncRotationAxis > AxisSyncMode.AxisXYZ) { m_SyncRotationAxis = AxisSyncMode.None; } if (m_MovementTheshold < 0) { m_MovementTheshold = 0.00f; } if (m_VelocityThreshold < 0) { m_VelocityThreshold = 0.00f; } if (m_SnapThreshold < 0) { m_SnapThreshold = 0.01f; } if (m_InterpolateRotation < 0) { m_InterpolateRotation = 0.01f; } if (m_InterpolateMovement < 0) { m_InterpolateMovement = 0.01f; } } void Awake() { m_RigidBody3D = GetComponent(); m_RigidBody2D = GetComponent(); m_CharacterController = GetComponent(); m_PrevPosition = transform.position; m_PrevRotation = transform.rotation; m_PrevVelocity = 0; // cache these to avoid per-frame allocations. if (localPlayerAuthority) { m_LocalTransformWriter = new NetworkWriter(); } } public override void OnStartServer() { m_LastClientSyncTime = 0; } public override bool OnSerialize(NetworkWriter writer, bool initialState) { if (initialState) { // always write initial state, no dirty bits } else if (syncVarDirtyBits == 0) { writer.WritePackedUInt32(0); return false; } else { // dirty bits writer.WritePackedUInt32(1); } switch (transformSyncMode) { case TransformSyncMode.SyncNone: { return false; } case TransformSyncMode.SyncTransform: { SerializeModeTransform(writer); break; } case TransformSyncMode.SyncRigidbody3D: { SerializeMode3D(writer); break; } case TransformSyncMode.SyncRigidbody2D: { SerializeMode2D(writer); break; } case TransformSyncMode.SyncCharacterController: { SerializeModeCharacterController(writer); break; } } return true; } void SerializeModeTransform(NetworkWriter writer) { // position writer.Write(transform.position); // no velocity // rotation if (m_SyncRotationAxis != AxisSyncMode.None) { SerializeRotation3D(writer, transform.rotation, syncRotationAxis, rotationSyncCompression); } // no spin m_PrevPosition = transform.position; m_PrevRotation = transform.rotation; m_PrevVelocity = 0; } void VerifySerializeComponentExists() { bool throwError = false; Type componentMissing = null; switch (transformSyncMode) { case TransformSyncMode.SyncCharacterController: if (!m_CharacterController && !(m_CharacterController = GetComponent())) { throwError = true; componentMissing = typeof(CharacterController); } break; case TransformSyncMode.SyncRigidbody2D: if (!m_RigidBody2D && !(m_RigidBody2D = GetComponent())) { throwError = true; componentMissing = typeof(Rigidbody2D); } break; case TransformSyncMode.SyncRigidbody3D: if (!m_RigidBody3D && !(m_RigidBody3D = GetComponent())) { throwError = true; componentMissing = typeof(Rigidbody); } break; } if (throwError && componentMissing != null) { throw new InvalidOperationException(string.Format("transformSyncMode set to {0} but no {1} component was found, did you call NetworkServer.Spawn on a prefab?", transformSyncMode, componentMissing.Name)); } } void SerializeMode3D(NetworkWriter writer) { VerifySerializeComponentExists(); if (isServer && m_LastClientSyncTime != 0) { // target position writer.Write(m_TargetSyncPosition); // target velocity SerializeVelocity3D(writer, m_TargetSyncVelocity, CompressionSyncMode.None); if (syncRotationAxis != AxisSyncMode.None) { // target rotation SerializeRotation3D(writer, m_TargetSyncRotation3D, syncRotationAxis, rotationSyncCompression); } } else { // current position writer.Write(m_RigidBody3D.position); // current velocity SerializeVelocity3D(writer, m_RigidBody3D.velocity, CompressionSyncMode.None); if (syncRotationAxis != AxisSyncMode.None) { // current rotation SerializeRotation3D(writer, m_RigidBody3D.rotation, syncRotationAxis, rotationSyncCompression); } } // spin if (m_SyncSpin) { SerializeSpin3D(writer, m_RigidBody3D.angularVelocity, syncRotationAxis, rotationSyncCompression); } m_PrevPosition = m_RigidBody3D.position; m_PrevRotation = transform.rotation; m_PrevVelocity = m_RigidBody3D.velocity.sqrMagnitude; } void SerializeModeCharacterController(NetworkWriter writer) { VerifySerializeComponentExists(); if (isServer && m_LastClientSyncTime != 0) { // target position writer.Write(m_TargetSyncPosition); // no velocity if (syncRotationAxis != AxisSyncMode.None) { // target rotation SerializeRotation3D(writer, m_TargetSyncRotation3D, syncRotationAxis, rotationSyncCompression); } } else { // current position writer.Write(transform.position); // no velocity if (syncRotationAxis != AxisSyncMode.None) { // current rotation SerializeRotation3D(writer, transform.rotation, syncRotationAxis, rotationSyncCompression); } } // no spin m_PrevPosition = transform.position; m_PrevRotation = transform.rotation; m_PrevVelocity = 0; } void SerializeMode2D(NetworkWriter writer) { VerifySerializeComponentExists(); if (isServer && m_LastClientSyncTime != 0) { // target position writer.Write((Vector2)m_TargetSyncPosition); // target velocity SerializeVelocity2D(writer, m_TargetSyncVelocity, CompressionSyncMode.None); // target rotation if (syncRotationAxis != AxisSyncMode.None) { float orientation = m_TargetSyncRotation2D % 360; if (orientation < 0) orientation += 360; SerializeRotation2D(writer, orientation, rotationSyncCompression); } } else { // current position writer.Write(m_RigidBody2D.position); // current velocity SerializeVelocity2D(writer, m_RigidBody2D.velocity, CompressionSyncMode.None); // current rotation if (syncRotationAxis != AxisSyncMode.None) { float orientation = m_RigidBody2D.rotation % 360; if (orientation < 0) orientation += 360; SerializeRotation2D(writer, orientation, rotationSyncCompression); } } // spin if (m_SyncSpin) { SerializeSpin2D(writer, m_RigidBody2D.angularVelocity, rotationSyncCompression); } m_PrevPosition = m_RigidBody2D.position; m_PrevRotation = transform.rotation; m_PrevVelocity = m_RigidBody2D.velocity.sqrMagnitude; } public override void OnDeserialize(NetworkReader reader, bool initialState) { if (isServer && NetworkServer.localClientActive) return; if (!initialState) { if (reader.ReadPackedUInt32() == 0) return; } switch (transformSyncMode) { case TransformSyncMode.SyncNone: { return; } case TransformSyncMode.SyncTransform: { UnserializeModeTransform(reader, initialState); break; } case TransformSyncMode.SyncRigidbody3D: { UnserializeMode3D(reader, initialState); break; } case TransformSyncMode.SyncRigidbody2D: { UnserializeMode2D(reader, initialState); break; } case TransformSyncMode.SyncCharacterController: { UnserializeModeCharacterController(reader, initialState); break; } } m_LastClientSyncTime = Time.time; } void UnserializeModeTransform(NetworkReader reader, bool initialState) { if (hasAuthority) { // this component must read the data that the server wrote, even if it ignores it. // otherwise the NetworkReader stream will still contain that data for the next component. // position reader.ReadVector3(); if (syncRotationAxis != AxisSyncMode.None) { UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression); } return; } if (isServer && m_ClientMoveCallback3D != null) { var pos = reader.ReadVector3(); var vel = Vector3.zero; var rot = Quaternion.identity; if (syncRotationAxis != AxisSyncMode.None) { rot = UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression); } if (m_ClientMoveCallback3D(ref pos, ref vel, ref rot)) { transform.position = pos; if (syncRotationAxis != AxisSyncMode.None) { transform.rotation = rot; } } else { // rejected by callback return; } } else { // position transform.position = reader.ReadVector3(); // no velocity // rotation if (syncRotationAxis != AxisSyncMode.None) { transform.rotation = UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression); } // no spin } } void UnserializeMode3D(NetworkReader reader, bool initialState) { if (hasAuthority) { // this component must read the data that the server wrote, even if it ignores it. // otherwise the NetworkReader stream will still contain that data for the next component. // position reader.ReadVector3(); // velocity reader.ReadVector3(); if (syncRotationAxis != AxisSyncMode.None) { UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression); } if (syncSpin) { UnserializeSpin3D(reader, syncRotationAxis, rotationSyncCompression); } return; } if (isServer && m_ClientMoveCallback3D != null) { var pos = reader.ReadVector3(); var vel = reader.ReadVector3(); Quaternion rot = Quaternion.identity; if (syncRotationAxis != AxisSyncMode.None) { rot = UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression); } if (m_ClientMoveCallback3D(ref pos, ref vel, ref rot)) { m_TargetSyncPosition = pos; m_TargetSyncVelocity = vel; if (syncRotationAxis != AxisSyncMode.None) { m_TargetSyncRotation3D = rot; } } else { // rejected by callback return; } } else { // position m_TargetSyncPosition = reader.ReadVector3(); // velocity m_TargetSyncVelocity = reader.ReadVector3(); // rotation if (syncRotationAxis != AxisSyncMode.None) { m_TargetSyncRotation3D = UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression); } } // spin if (syncSpin) { m_TargetSyncAngularVelocity3D = UnserializeSpin3D(reader, syncRotationAxis, rotationSyncCompression); } if (m_RigidBody3D == null) return; if (isServer && !isClient) { // dedicated server needs to apply immediately, there is no interpolation m_RigidBody3D.MovePosition(m_TargetSyncPosition); m_RigidBody3D.MoveRotation(m_TargetSyncRotation3D); m_RigidBody3D.velocity = m_TargetSyncVelocity; return; } // handle zero send rate if (GetNetworkSendInterval() == 0) { m_RigidBody3D.MovePosition(m_TargetSyncPosition); m_RigidBody3D.velocity = m_TargetSyncVelocity; if (syncRotationAxis != AxisSyncMode.None) { m_RigidBody3D.MoveRotation(m_TargetSyncRotation3D); } if (syncSpin) { m_RigidBody3D.angularVelocity = m_TargetSyncAngularVelocity3D; } return; } // handle position snap threshold float dist = (m_RigidBody3D.position - m_TargetSyncPosition).magnitude; if (dist > snapThreshold) { m_RigidBody3D.position = m_TargetSyncPosition; m_RigidBody3D.velocity = m_TargetSyncVelocity; } // handle no rotation interpolation if (interpolateRotation == 0 && syncRotationAxis != AxisSyncMode.None) { m_RigidBody3D.rotation = m_TargetSyncRotation3D; if (syncSpin) { m_RigidBody3D.angularVelocity = m_TargetSyncAngularVelocity3D; } } // handle no movement interpolation if (m_InterpolateMovement == 0) { m_RigidBody3D.position = m_TargetSyncPosition; } if (initialState && syncRotationAxis != AxisSyncMode.None) { m_RigidBody3D.rotation = m_TargetSyncRotation3D; } } void UnserializeMode2D(NetworkReader reader, bool initialState) { if (hasAuthority) { // this component must read the data that the server wrote, even if it ignores it. // otherwise the NetworkReader stream will still contain that data for the next component. // position reader.ReadVector2(); // velocity reader.ReadVector2(); if (syncRotationAxis != AxisSyncMode.None) { UnserializeRotation2D(reader, rotationSyncCompression); } if (syncSpin) { UnserializeSpin2D(reader, rotationSyncCompression); } return; } if (m_RigidBody2D == null) return; if (isServer && m_ClientMoveCallback2D != null) { Vector2 pos = reader.ReadVector2(); Vector2 vel = reader.ReadVector2(); float rot = 0; if (syncRotationAxis != AxisSyncMode.None) { rot = UnserializeRotation2D(reader, rotationSyncCompression); } if (m_ClientMoveCallback2D(ref pos, ref vel, ref rot)) { m_TargetSyncPosition = pos; m_TargetSyncVelocity = vel; if (syncRotationAxis != AxisSyncMode.None) { m_TargetSyncRotation2D = rot; } } else { // rejected by callback return; } } else { // position m_TargetSyncPosition = reader.ReadVector2(); // velocity m_TargetSyncVelocity = reader.ReadVector2(); // rotation if (syncRotationAxis != AxisSyncMode.None) { m_TargetSyncRotation2D = UnserializeRotation2D(reader, rotationSyncCompression); } } // spin if (syncSpin) { m_TargetSyncAngularVelocity2D = UnserializeSpin2D(reader, rotationSyncCompression); } if (isServer && !isClient) { // dedicated server needs to apply immediately, there is no interpolation transform.position = m_TargetSyncPosition; m_RigidBody2D.MoveRotation(m_TargetSyncRotation2D); m_RigidBody2D.velocity = m_TargetSyncVelocity; return; } // handle zero send rate if (GetNetworkSendInterval() == 0) { // NOTE: cannot use m_RigidBody2D.MovePosition() and set velocity in the same frame, so use transform.position transform.position = m_TargetSyncPosition; m_RigidBody2D.velocity = m_TargetSyncVelocity; if (syncRotationAxis != AxisSyncMode.None) { m_RigidBody2D.MoveRotation(m_TargetSyncRotation2D); } if (syncSpin) { m_RigidBody2D.angularVelocity = m_TargetSyncAngularVelocity2D; } return; } // handle position snap threshold float dist = (m_RigidBody2D.position - (Vector2)m_TargetSyncPosition).magnitude; if (dist > snapThreshold) { m_RigidBody2D.position = m_TargetSyncPosition; m_RigidBody2D.velocity = m_TargetSyncVelocity; } // handle no rotation interpolation if (interpolateRotation == 0 && syncRotationAxis != AxisSyncMode.None) { m_RigidBody2D.rotation = m_TargetSyncRotation2D; if (syncSpin) { m_RigidBody2D.angularVelocity = m_TargetSyncAngularVelocity2D; } } // handle no movement interpolation if (m_InterpolateMovement == 0) { m_RigidBody2D.position = m_TargetSyncPosition; } if (initialState) { m_RigidBody2D.rotation = m_TargetSyncRotation2D; } } void UnserializeModeCharacterController(NetworkReader reader, bool initialState) { if (hasAuthority) { // this component must read the data that the server wrote, even if it ignores it. // otherwise the NetworkReader stream will still contain that data for the next component. // position reader.ReadVector3(); if (syncRotationAxis != AxisSyncMode.None) { UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression); } return; } if (isServer && m_ClientMoveCallback3D != null) { var pos = reader.ReadVector3(); Quaternion rot = Quaternion.identity; if (syncRotationAxis != AxisSyncMode.None) { rot = UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression); } if (m_CharacterController == null) return; // no velocity in packet, use current local velocity var vel = m_CharacterController.velocity; if (m_ClientMoveCallback3D(ref pos, ref vel, ref rot)) { m_TargetSyncPosition = pos; m_TargetSyncVelocity = vel; if (syncRotationAxis != AxisSyncMode.None) { m_TargetSyncRotation3D = rot; } } else { // rejected by callback return; } } else { // position m_TargetSyncPosition = reader.ReadVector3(); // no velocity // rotation if (syncRotationAxis != AxisSyncMode.None) { m_TargetSyncRotation3D = UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression); } // no spin } if (m_CharacterController == null) return; // total distance away the target position is var totalDistToTarget = (m_TargetSyncPosition - transform.position); // 5 units var perSecondDist = totalDistToTarget / GetNetworkSendInterval(); m_FixedPosDiff = perSecondDist * Time.fixedDeltaTime; if (isServer && !isClient) { // dedicated server needs to apply immediately, there is no interpolation transform.position = m_TargetSyncPosition; transform.rotation = m_TargetSyncRotation3D; return; } // handle zero send rate if (GetNetworkSendInterval() == 0) { transform.position = m_TargetSyncPosition; //m_RigidBody3D.velocity = m_TargetSyncVelocity; if (syncRotationAxis != AxisSyncMode.None) { transform.rotation = m_TargetSyncRotation3D; } return; } // handle position snap threshold float dist = (transform.position - m_TargetSyncPosition).magnitude; if (dist > snapThreshold) { transform.position = m_TargetSyncPosition; } // handle no rotation interpolation if (interpolateRotation == 0 && syncRotationAxis != AxisSyncMode.None) { transform.rotation = m_TargetSyncRotation3D; } // handle no movement interpolation if (m_InterpolateMovement == 0) { transform.position = m_TargetSyncPosition; } if (initialState && syncRotationAxis != AxisSyncMode.None) { transform.rotation = m_TargetSyncRotation3D; } } void FixedUpdate() { if (isServer) { FixedUpdateServer(); } if (isClient) { FixedUpdateClient(); } } void FixedUpdateServer() { if (syncVarDirtyBits != 0) return; // dont run if network isn't active if (!NetworkServer.active) return; // dont run if we haven't been spawned yet if (!isServer) return; // dont' auto-dirty if no send interval if (GetNetworkSendInterval() == 0) return; float distance = (transform.position - m_PrevPosition).magnitude; if (distance < movementTheshold) { distance = Quaternion.Angle(m_PrevRotation, transform.rotation); if (distance < movementTheshold) { if (!CheckVelocityChanged()) { return; } } } // This will cause transform to be sent SetDirtyBit(1); } bool CheckVelocityChanged() { switch (transformSyncMode) { case TransformSyncMode.SyncRigidbody2D: if (m_RigidBody2D && m_VelocityThreshold > 0) { return Mathf.Abs(m_RigidBody2D.velocity.sqrMagnitude - m_PrevVelocity) >= m_VelocityThreshold; } else { return false; } case TransformSyncMode.SyncRigidbody3D: if (m_RigidBody3D && m_VelocityThreshold > 0) { return Mathf.Abs(m_RigidBody3D.velocity.sqrMagnitude - m_PrevVelocity) >= m_VelocityThreshold; } else { return false; } default: return false; } } void FixedUpdateClient() { // dont run if we haven't received any sync data if (m_LastClientSyncTime == 0) return; // dont run if network isn't active if (!NetworkServer.active && !NetworkClient.active) return; // dont run if we haven't been spawned yet if (!isServer && !isClient) return; // dont run if not expecting continuous updates if (GetNetworkSendInterval() == 0) return; // dont run this if this client has authority over this player object if (hasAuthority) return; // interpolate on client switch (transformSyncMode) { case TransformSyncMode.SyncNone: { return; } case TransformSyncMode.SyncTransform: { return; } case TransformSyncMode.SyncRigidbody3D: { InterpolateTransformMode3D(); break; } case TransformSyncMode.SyncRigidbody2D: { InterpolateTransformMode2D(); break; } case TransformSyncMode.SyncCharacterController: { InterpolateTransformModeCharacterController(); break; } } } void InterpolateTransformMode3D() { if (m_InterpolateMovement != 0) { Vector3 newVelocity = (m_TargetSyncPosition - m_RigidBody3D.position) * m_InterpolateMovement / GetNetworkSendInterval(); m_RigidBody3D.velocity = newVelocity; } if (interpolateRotation != 0) { m_RigidBody3D.MoveRotation(Quaternion.Slerp( m_RigidBody3D.rotation, m_TargetSyncRotation3D, Time.fixedDeltaTime * interpolateRotation)); //m_TargetSyncRotation3D *= Quaternion.Euler(m_TargetSyncAngularVelocity3D * Time.fixedDeltaTime); // move sync rotation slightly in rotation direction //m_TargetSyncRotation3D += (m_TargetSyncAngularVelocity3D * Time.fixedDeltaTime * moveAheadRatio); } // move sync position slightly in the position of velocity m_TargetSyncPosition += (m_TargetSyncVelocity * Time.fixedDeltaTime * k_MoveAheadRatio); } void InterpolateTransformModeCharacterController() { if (m_FixedPosDiff == Vector3.zero && m_TargetSyncRotation3D == transform.rotation) return; if (m_InterpolateMovement != 0) { m_CharacterController.Move(m_FixedPosDiff * m_InterpolateMovement); } if (interpolateRotation != 0) { transform.rotation = Quaternion.Slerp( transform.rotation, m_TargetSyncRotation3D, Time.fixedDeltaTime * interpolateRotation * 10); } if (Time.time - m_LastClientSyncTime > GetNetworkSendInterval()) { // turn off interpolation if we go out of the time window for a new packet m_FixedPosDiff = Vector3.zero; var diff = m_TargetSyncPosition - transform.position; m_CharacterController.Move(diff); } } void InterpolateTransformMode2D() { if (m_InterpolateMovement != 0) { Vector2 oldVelocity = m_RigidBody2D.velocity; Vector2 newVelocity = (((Vector2)m_TargetSyncPosition - m_RigidBody2D.position)) * m_InterpolateMovement / GetNetworkSendInterval(); if (!m_Grounded && newVelocity.y < 0) { newVelocity.y = oldVelocity.y; } m_RigidBody2D.velocity = newVelocity; } if (interpolateRotation != 0) { float orientation = m_RigidBody2D.rotation % 360; if (orientation < 0) { orientation += 360; } Quaternion newRotation = Quaternion.Slerp( transform.rotation, Quaternion.Euler(0, 0, m_TargetSyncRotation2D), Time.fixedDeltaTime * interpolateRotation / GetNetworkSendInterval()); m_RigidBody2D.MoveRotation(newRotation.eulerAngles.z); // move sync rotation slightly in rotation direction m_TargetSyncRotation2D += (m_TargetSyncAngularVelocity2D * Time.fixedDeltaTime * k_MoveAheadRatio); } // move sync position slightly in the position of velocity m_TargetSyncPosition += (m_TargetSyncVelocity * Time.fixedDeltaTime * k_MoveAheadRatio); } // --------------------- local transform sync ------------------------ void Update() { if (!hasAuthority) return; if (!localPlayerAuthority) return; if (NetworkServer.active) return; if (Time.time - m_LastClientSendTime > GetNetworkSendInterval()) { SendTransform(); m_LastClientSendTime = Time.time; } } bool HasMoved() { float diff = 0; // check if position has changed if (m_RigidBody3D != null) { diff = (m_RigidBody3D.position - m_PrevPosition).magnitude; } else if (m_RigidBody2D != null) { diff = (m_RigidBody2D.position - (Vector2)m_PrevPosition).magnitude; } else { diff = (transform.position - m_PrevPosition).magnitude; } if (diff > k_LocalMovementThreshold) { return true; } // check if rotation has changed if (m_RigidBody3D != null) { diff = Quaternion.Angle(m_RigidBody3D.rotation, m_PrevRotation); } else if (m_RigidBody2D != null) { diff = Math.Abs(m_RigidBody2D.rotation - m_PrevRotation2D); } else { diff = Quaternion.Angle(transform.rotation, m_PrevRotation); } if (diff > k_LocalRotationThreshold) { return true; } // check if velocty has changed if (m_RigidBody3D != null) { diff = Mathf.Abs(m_RigidBody3D.velocity.sqrMagnitude - m_PrevVelocity); } else if (m_RigidBody2D != null) { diff = Mathf.Abs(m_RigidBody2D.velocity.sqrMagnitude - m_PrevVelocity); } if (diff > k_LocalVelocityThreshold) { return true; } return false; } [Client] void SendTransform() { if (!HasMoved() || ClientScene.readyConnection == null) { return; } m_LocalTransformWriter.StartMessage(MsgType.LocalPlayerTransform); m_LocalTransformWriter.Write(netId); switch (transformSyncMode) { case TransformSyncMode.SyncNone: { return; } case TransformSyncMode.SyncTransform: { SerializeModeTransform(m_LocalTransformWriter); break; } case TransformSyncMode.SyncRigidbody3D: { SerializeMode3D(m_LocalTransformWriter); break; } case TransformSyncMode.SyncRigidbody2D: { SerializeMode2D(m_LocalTransformWriter); break; } case TransformSyncMode.SyncCharacterController: { SerializeModeCharacterController(m_LocalTransformWriter); break; } } if (m_RigidBody3D != null) { m_PrevPosition = m_RigidBody3D.position; m_PrevRotation = m_RigidBody3D.rotation; m_PrevVelocity = m_RigidBody3D.velocity.sqrMagnitude; } else if (m_RigidBody2D != null) { m_PrevPosition = m_RigidBody2D.position; m_PrevRotation2D = m_RigidBody2D.rotation; m_PrevVelocity = m_RigidBody2D.velocity.sqrMagnitude; } else { m_PrevPosition = transform.position; m_PrevRotation = transform.rotation; } m_LocalTransformWriter.FinishMessage(); #if UNITY_EDITOR UnityEditor.NetworkDetailStats.IncrementStat( UnityEditor.NetworkDetailStats.NetworkDirection.Outgoing, MsgType.LocalPlayerTransform, "6:LocalPlayerTransform", 1); #endif ClientScene.readyConnection.SendWriter(m_LocalTransformWriter, GetNetworkChannel()); } static public void HandleTransform(NetworkMessage netMsg) { NetworkInstanceId netId = netMsg.reader.ReadNetworkId(); #if UNITY_EDITOR UnityEditor.NetworkDetailStats.IncrementStat( UnityEditor.NetworkDetailStats.NetworkDirection.Incoming, MsgType.LocalPlayerTransform, "6:LocalPlayerTransform", 1); #endif GameObject foundObj = NetworkServer.FindLocalObject(netId); if (foundObj == null) { if (LogFilter.logError) { Debug.LogError("Received NetworkTransform data for GameObject that doesn't exist"); } return; } NetworkTransform foundSync = foundObj.GetComponent(); if (foundSync == null) { if (LogFilter.logError) { Debug.LogError("HandleTransform null target"); } return; } if (!foundSync.localPlayerAuthority) { if (LogFilter.logError) { Debug.LogError("HandleTransform no localPlayerAuthority"); } return; } if (netMsg.conn.clientOwnedObjects == null) { if (LogFilter.logError) { Debug.LogError("HandleTransform object not owned by connection"); } return; } if (netMsg.conn.clientOwnedObjects.Contains(netId)) { switch (foundSync.transformSyncMode) { case TransformSyncMode.SyncNone: { return; } case TransformSyncMode.SyncTransform: { foundSync.UnserializeModeTransform(netMsg.reader, false); break; } case TransformSyncMode.SyncRigidbody3D: { foundSync.UnserializeMode3D(netMsg.reader, false); break; } case TransformSyncMode.SyncRigidbody2D: { foundSync.UnserializeMode2D(netMsg.reader, false); break; } case TransformSyncMode.SyncCharacterController: { foundSync.UnserializeModeCharacterController(netMsg.reader, false); break; } } foundSync.m_LastClientSyncTime = Time.time; return; } if (LogFilter.logWarn) { Debug.LogWarning("HandleTransform netId:" + netId + " is not for a valid player"); } } // --------------------- Compression Helper functions ------------------------ static void WriteAngle(NetworkWriter writer, float angle, CompressionSyncMode compression) { switch (compression) { case CompressionSyncMode.None: { writer.Write(angle); break; } case CompressionSyncMode.Low: { writer.Write((short)angle); break; } case CompressionSyncMode.High: { writer.Write((short)angle); break; } } } static float ReadAngle(NetworkReader reader, CompressionSyncMode compression) { switch (compression) { case CompressionSyncMode.None: { return reader.ReadSingle(); } case CompressionSyncMode.Low: { return reader.ReadInt16(); } case CompressionSyncMode.High: { return reader.ReadInt16(); } } return 0; } // --------------------- Serialization Helper functions ------------------------ static public void SerializeVelocity3D(NetworkWriter writer, Vector3 velocity, CompressionSyncMode compression) { writer.Write(velocity); } static public void SerializeVelocity2D(NetworkWriter writer, Vector2 velocity, CompressionSyncMode compression) { writer.Write(velocity); } static public void SerializeRotation3D(NetworkWriter writer, Quaternion rot, AxisSyncMode mode, CompressionSyncMode compression) { switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: WriteAngle(writer, rot.eulerAngles.x, compression); break; case AxisSyncMode.AxisY: WriteAngle(writer, rot.eulerAngles.y, compression); break; case AxisSyncMode.AxisZ: WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisXY: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.y, compression); break; case AxisSyncMode.AxisXZ: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisYZ: WriteAngle(writer, rot.eulerAngles.y, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisXYZ: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.y, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; } } static public void SerializeRotation2D(NetworkWriter writer, float rot, CompressionSyncMode compression) { WriteAngle(writer, rot, compression); } static public void SerializeSpin3D(NetworkWriter writer, Vector3 angularVelocity, AxisSyncMode mode, CompressionSyncMode compression) { switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: WriteAngle(writer, angularVelocity.x, compression); break; case AxisSyncMode.AxisY: WriteAngle(writer, angularVelocity.y, compression); break; case AxisSyncMode.AxisZ: WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisXY: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.y, compression); break; case AxisSyncMode.AxisXZ: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisYZ: WriteAngle(writer, angularVelocity.y, compression); WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisXYZ: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.y, compression); WriteAngle(writer, angularVelocity.z, compression); break; } } static public void SerializeSpin2D(NetworkWriter writer, float angularVelocity, CompressionSyncMode compression) { WriteAngle(writer, angularVelocity, compression); } static public Vector3 UnserializeVelocity3D(NetworkReader reader, CompressionSyncMode compression) { return reader.ReadVector3(); } static public Vector3 UnserializeVelocity2D(NetworkReader reader, CompressionSyncMode compression) { return reader.ReadVector2(); } static public Quaternion UnserializeRotation3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression) { Quaternion rotation = Quaternion.identity; Vector3 rotv = Vector3.zero; switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: rotv.Set(ReadAngle(reader, compression), 0, 0); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisY: rotv.Set(0, ReadAngle(reader, compression), 0); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisZ: rotv.Set(0, 0, ReadAngle(reader, compression)); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisXY: rotv.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisXZ: rotv.Set(ReadAngle(reader, compression), 0, ReadAngle(reader, compression)); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisYZ: rotv.Set(0, ReadAngle(reader, compression), ReadAngle(reader, compression)); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisXYZ: rotv.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression)); rotation.eulerAngles = rotv; break; } return rotation; } static public float UnserializeRotation2D(NetworkReader reader, CompressionSyncMode compression) { return ReadAngle(reader, compression); } static public Vector3 UnserializeSpin3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression) { Vector3 spin = Vector3.zero; switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: spin.Set(ReadAngle(reader, compression), 0, 0); break; case AxisSyncMode.AxisY: spin.Set(0, ReadAngle(reader, compression), 0); break; case AxisSyncMode.AxisZ: spin.Set(0, 0, ReadAngle(reader, compression)); break; case AxisSyncMode.AxisXY: spin.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0); break; case AxisSyncMode.AxisXZ: spin.Set(ReadAngle(reader, compression), 0, ReadAngle(reader, compression)); break; case AxisSyncMode.AxisYZ: spin.Set(0, ReadAngle(reader, compression), ReadAngle(reader, compression)); break; case AxisSyncMode.AxisXYZ: spin.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression)); break; } return spin; } static public float UnserializeSpin2D(NetworkReader reader, CompressionSyncMode compression) { return ReadAngle(reader, compression); } public override int GetNetworkChannel() { return Channels.DefaultUnreliable; } public override float GetNetworkSendInterval() { return m_SendInterval; } public override void OnStartAuthority() { // must reset this timer, or the server will continue to send target position instead of current position m_LastClientSyncTime = 0; } } } #endif //ENABLE_UNET