#Network Transform local space only.

12 messages · Page 1 of 1 (latest)

faint grail
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Hello, i have noticed that the NetworkTransform doesnt include a World space mode. Is this by design?

For "proxy/dummy" VR rigs i have the normal player prefab with all of the code stuff turned off besides the hand grabbers.
The IK transforms for head, pelvis head and root are children of the respective Local VR Objects (Like physics hand, camera, and VR root).

Ideally i dont want to have to make a Serializer/RigDataStream(For lack of a better term) for sending and receiving world space positions of these objects since I heard that the NetworkTransform is very optimized.
Likely 10X more optimized that a custom Serializer/Input Struct that i would have to create

What can I do to workaround this?

Would appreciate any suggestions!

lament shoal
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Local space is intentional and there's no plans to include world space. If you sync parents on the NT local space should be fine.

faint grail
inner frostBOT
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FirstGearGames received thanks.

lament shoal
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Are the hands unparented? I guess I'm a little confused on the matter.

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I assume they're a child otherwise you wouldn't care about world space.

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Why can you not use child NT if that's true?

faint grail
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The Physics hands never actually move on remote rigs. The RightIKTarget is the one with the Networktransform.Since i was syncing World Space before with photon it wasnt an issue that the Physics hands weren't synced to proxies.

Im probably going to just make each VR player on other clients the IK rig only. Maybe locally ill have another transform that "follows" the HandIKTarget in world space.

https://streamable.com/wkcblb

faint grail
lament shoal
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if theres a NT on it there needs to at least be a NOB in the parent

faint grail
lament shoal
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that just serializers per tick