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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs
+8-13Lines changed: 8 additions & 13 deletions
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@@ -336,12 +336,10 @@ internal set
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}
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/// <summary>
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/// When overriding <see cref="OnAuthorityPushTransformState(ref NetworkTransformState)"/>, if the state that was
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/// pushed was a teleport then this will be set to true.
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/// When overriding <see cref="OnAuthorityPushTransformState(ref NetworkTransformState)"/>, if the state that was pushed was a teleport then this will be set to true.
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/// </summary>
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/// <remarks>
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/// Note that <see cref="IsTeleportingNextFrame"/> will be reset in the event you need to do
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/// multiple teleports spread out accoss multiple ticks.
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/// Note that <see cref="IsTeleportingNextFrame"/> will be reset in the event you need to do multiple teleports spread out accoss multiple ticks.
/// Using this method during the spawn sequence isn't recommended. Refer to the NetworkTransform documentation for more information on the recommended usage.
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/// </summary>
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/// <remarks>
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/// This is intended to be used on already spawned objects, for setting the position of a dynamically spawned object just apply the transform values prior to spawning.<br />
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/// With player objects, override the <see cref="OnNetworkSpawn"/> method and have the authority make adjustments to the transform prior to invoking base.OnNetworkSpawn. <br />
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/// This is intended to be used on already spawned objects, for setting the position of a dynamically spawned object just apply the transform values prior to spawning.<br />
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/// With player objects, override the <see cref="OnNetworkSpawn"/> method and have the authority make adjustments to the transform prior to invoking base.OnNetworkSpawn.
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/// </remarks>
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/// <param name="newPosition">new position to move to.</param>
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/// <param name="newRotation">new rotation to rotate to.</param>
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