* Moved doc files to docfx folder * load csproj * doc generation * Run docfx * Add docfx * Deploy docs to mirror-networking.com * use deploy phase * deploy whole generated site * Fixed the semantic release command * Is last \ required? * show debug log * using lftp for site deploy * Testing lftp * Show current folder * try -e command option * Show me the files * use plain ftp * use choco install instead of cinst * fix ssl certificate validation * fix username * Upload site to xmldocs folder * no need to archive docs * No need for debug output * Fix file permissions * show me .htaccess * Show me contents * Wipe out folder to fix permissions * Set file permissions * Fix file permissions * complete toc list * Migrated intro page * Remove old docs * Update link to docs * Add link to github * Only update docs for stuff in master * This is a powershell command * Update doc/articles/Concepts/Communications/RemoteActions.md * Update doc/articles/Concepts/VisibilityCustom.md * Update doc/articles/Concepts/Authority.md * Update doc/articles/Concepts/GameObjects/SpawnObjectCustom.md * Update doc/articles/Concepts/Authority.md * Update doc/articles/Classes/SyncVars.md * No need to run semver twice
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NetworkTransform
The Network Transform component synchronizes the movement and rotation of game objects across the network. Note that the network Transform component only synchronizes networked game objects.
A game object with a Network Transform component must also have a Network Identity component. When you create a Network Transform component on a game object, Mirror also creates a Network Identity component on that game object if it does not already have one.
Network Transform interpolates on clients using Vector3.MoveTowards
.
You can modify Compress Rotation to save some bandwidth when synchronizing the rotation. You can use the Network Sync Interval to specify how often it syncs (in seconds).
This component takes authority into account, so local player game objects (which have local authority) synchronize their position from the client to server, then out to other clients. Other game objects (with server authority) synchronize their position from the server to clients.
While this component and simple movement inputs is sufficient for fast prototyping and testing general game mechanics, it's not really intended for use as a fully functional character controller. A proper character controller is recommended, either based on Unity's Character Controller, or a tick-based authoritative physics system.