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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs
+15-2Lines changed: 15 additions & 2 deletions
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@@ -114,8 +114,6 @@ internal uint BitSet
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// Used for NetworkDeltaPosition delta position synchronization
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internalintNetworkTick;
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internalfloatTickOffset;
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// Used when tracking by state ID is enabled
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internalintStateId;
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@@ -953,10 +951,25 @@ public enum InterpolationTypes
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SmoothDampening
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}
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/// <summary>
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/// The interpolation type to use for the <see cref="NetworkTransform"/> instance.
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/// </summary>
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/// <remarks>
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/// For more details review <see cref="InterpolationTypes"/>.
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/// </remarks>
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publicInterpolationTypesInterpolationType;
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/// <summary>
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/// When <see cref="Interpolate"/> is enabled and using <see cref="InterpolationTypes.Lerp"/>, this adjust the maximum interpolation time for position.
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/// </summary>
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publicfloatPositionMaxInterpolationTime=0.1f;
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/// <summary>
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/// When <see cref="Interpolate"/> is enabled and using <see cref="InterpolationTypes.Lerp"/>, this adjust the maximum interpolation time for rotation.
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/// </summary>
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publicfloatRotationMaxInterpolationTime=0.1f;
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/// <summary>
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/// When <see cref="Interpolate"/> is enabled and using <see cref="InterpolationTypes.Lerp"/>, this adjust the maximum interpolation time for scale.
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