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Instead of the local player seeing the simulated cursor object, they will now instead see just their actual cursor with the same image, to cover up the visual lag a bit. (They can still see the lag happening with the click particles, which should still demonstrate the point.)

/main/staging/ngo_more_cleanup
nathaniel.buck@unity3d.com 3 年前
当前提交
4d694cb8
共有 3 个文件被更改,包括 5 次插入2 次删除
  1. 2
      Assets/Art/Icons/CursorIcon.png.meta
  2. 3
      Assets/Scripts/Netcode/PlayerCursor.cs
  3. 2
      ProjectSettings/ProjectSettings.asset

2
Assets/Art/Icons/CursorIcon.png.meta


externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
isReadable: 1
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0

3
Assets/Scripts/Netcode/PlayerCursor.cs


var trails = m_onClickParticles.trails;
trails.colorOverLifetime = new ParticleSystem.MinMaxGradient(Color.grey);
}
else
{ m_renderer.enabled = false; // The local player should see their cursor instead of the simulated cursor object, since the object will appear laggy.
}
}
[ClientRpc]

2
ProjectSettings/ProjectSettings.asset


accelerometerFrequency: 60
companyName: Unity
productName: Game-Lobby-Sample
defaultCursor: {fileID: 0}
defaultCursor: {fileID: 2800000, guid: 9367b4ce9024f5b4090fabc2941d2116, type: 3}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
m_ShowUnitySplashScreen: 1

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