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fix(NetworkTransform): Improved Tooltips
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Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid.cs

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@@ -27,8 +27,12 @@ public class NetworkTransformHybrid : NetworkTransformBase
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[Tooltip("Position is rounded in order to drastically minimize bandwidth.\n\nFor example, a precision of 0.01 rounds to a centimeter. In other words, sub-centimeter movements aren't synced until they eventually exceeded an actual centimeter.\n\nDepending on how important the object is, a precision of 0.01-0.10 (1-10 cm) is recommended.\n\nFor example, even a 1cm precision combined with delta compression cuts the Benchmark demo's bandwidth in half, compared to sending every tiny change.")]
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[Range(0.00_01f, 1f)] // disallow 0 division. 1mm to 1m precision is enough range.
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public float positionPrecision = 0.01f; // 1 cm
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[Tooltip("Rotation is rounded in degrees in order to drastically minimize bandwidth.\n\nFor example, a precision of 0.001 rounds to a millidegree. In other words, sub-millidegree movements aren't synced until they eventually exceeded an actual millidegree.\n\nDepending on how important the object is, a precision of 0.001-0.01 (1-10 millidegrees) is recommended.\n\nFor example, even a 1 millidegree precision combined with delta compression cuts the Benchmark demo's bandwidth in half, compared to sending every tiny change.")]
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[Range(0.00_01f, 1f)] // disallow 0 division. 1mm to 1m precision is enough range.
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public float rotationPrecision = 0.001f; // this is for the quaternion's components, needs to be small
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[Tooltip("Scale is rounded in order to drastically minimize bandwidth.\n\nFor example, a precision of 0.01 rounds the multiplier to 1/100th. In other words, sub-1/100th scale changes aren't synced until they eventually exceeded an actual 1/100th change.\n\nDepending on how important the object is, a precision of 0.01-0.1 (1-10 hundredths) is recommended.\n\nFor example, even a 1/100th precision combined with delta compression cuts the Benchmark demo's bandwidth in half, compared to sending every tiny change.")]
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[Range(0.00_01f, 1f)] // disallow 0 division. 1mm to 1m precision is enough range.
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public float scalePrecision = 0.01f; // 1 cm
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Assets/Mirror/Components/NetworkTransform/NetworkTransformReliable.cs

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@@ -29,6 +29,8 @@ public class NetworkTransformReliable : NetworkTransformBase
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[Tooltip("Position is rounded in order to drastically minimize bandwidth.\n\nFor example, a precision of 0.01 rounds to a centimeter. In other words, sub-centimeter movements aren't synced until they eventually exceeded an actual centimeter.\n\nDepending on how important the object is, a precision of 0.01-0.10 (1-10 cm) is recommended.\n\nFor example, even a 1cm precision combined with delta compression cuts the Benchmark demo's bandwidth in half, compared to sending every tiny change.")]
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[Range(0.00_01f, 1f)] // disallow 0 division. 1mm to 1m precision is enough range.
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public float positionPrecision = 0.01f; // 1 cm
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[Tooltip("Scale is rounded in order to drastically minimize bandwidth.\n\nFor example, a precision of 0.01 rounds the multiplier to 1/100th. In other words, sub-1/100th scale changes aren't synced until they eventually exceeded an actual 1/100th change.\n\nDepending on how important the object is, a precision of 0.01-0.1 (1-10 hundredths) is recommended.\n\nFor example, even a 1/100th precision combined with delta compression cuts the Benchmark demo's bandwidth in half, compared to sending every tiny change.")]
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[Range(0.00_01f, 1f)] // disallow 0 division. 1mm to 1m precision is enough range.
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public float scalePrecision = 0.01f; // 1 cm
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