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2b429c9b3a
* This doesn't sync slow rotating objects The function sets lastRotation to the current rotation every frame, regardless of whether or not it detected a change. Because comparing two similar, but different Quaternions return true, only quickly rotating objects will return true; slow turning objects will return false, and the rotation will not be synced. By not updating lastRotation until a difference is spotted, any rotation will be synced. This fix allowed my slow rotating spaceship to sync rotation. TL;DR lastRotation should be the last time this function returned true, not the rotation last frame. * Update NetworkTransformBase.cs |
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