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Fixing the issue where symbols would sometimes drift on clients before snapping to the correct position - Having the symbol container not interpolate, and having the symbol objects interpolate, but *not* having the objects in Local Space, makes it so they do drift initially but they all return to the correct locations once motion starts. I'm also removing rotation and scale from sync since we don't need them.

/main/staging/ngo_more_cleanup
nathaniel.buck@unity3d.com 3 年前
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ffd96b1c
共有 2 个文件被更改,包括 14 次插入14 次删除
  1. 14
      Assets/Prefabs/NGO/SymbolContainer.prefab
  2. 14
      Assets/Prefabs/NGO/SymbolObject.prefab

14
Assets/Prefabs/NGO/SymbolContainer.prefab


SyncPositionX: 1
SyncPositionY: 1
SyncPositionZ: 1
SyncRotAngleX: 1
SyncRotAngleY: 1
SyncRotAngleZ: 1
SyncScaleX: 1
SyncScaleY: 1
SyncScaleZ: 1
SyncRotAngleX: 0
SyncRotAngleY: 0
SyncRotAngleZ: 0
SyncScaleX: 0
SyncScaleY: 0
SyncScaleZ: 0
Interpolate: 1
Interpolate: 0
CanCommitToTransform: 0
--- !u!114 &2302923454152093614
MonoBehaviour:

14
Assets/Prefabs/NGO/SymbolObject.prefab


SyncPositionX: 1
SyncPositionY: 1
SyncPositionZ: 1
SyncRotAngleX: 1
SyncRotAngleY: 1
SyncRotAngleZ: 1
SyncScaleX: 1
SyncScaleY: 1
SyncScaleZ: 1
SyncRotAngleX: 0
SyncRotAngleY: 0
SyncRotAngleZ: 0
SyncScaleX: 0
SyncScaleY: 0
SyncScaleZ: 0
InLocalSpace: 1
InLocalSpace: 0
Interpolate: 1
CanCommitToTransform: 0
--- !u!65 &1363360377255918887

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