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16 lines
1.2 KiB
Markdown
16 lines
1.2 KiB
Markdown
# Network Transform
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The Network Transform component synchronizes the position, rotation, and scale of networked game objects across the network.
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A game object with a Network Transform component must also have a Network Identity component. When you add a Network Transform component to a game object, Mirror also adds a Network Identity component on that game object if it does not already have one.
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![The Network Transform component](NetworkTransform.png)
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By default, Network Transform is server-authoritative unless you check the box for **Client Authority**. Client Authority applies to player objects as well as non-player objects that have been specifically assigned to a client, but only for this component. With this enabled, position changes are send from the client to the server.
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Under **Sensitivity**, you can set the minimum thresholds of change to the transform values in order for network messages to be generated. This helps minimize network "noise" for minor twitch and jitter.
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Normally, changes are sent to all observers of the object this component is on. Setting **Sync Mode** to Owner Only makes the changes private between the server and the client owner of the object.
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You can use the **Sync Interval** to specify how often it syncs (in seconds).
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