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feat: networktransform pos/rot/sca thresholds on state sync #1055
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com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformStateTests.cs
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@@ -45,7 +41,8 @@ public override IEnumerator Setup() | |||
m_ClientSideClientPlayer = clientClientPlayerResult.Result; | |||
} | |||
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[UnityTest] | |||
// TODO: rewrite after perms & authority changes |
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we have to revisit these tests after permissions/authority changes coming up — for now, commented-out.
[Values] bool inLocalSpace, | ||
[Values(0, 1.0f)] float positionThreshold, | ||
[Values(0, 1.0f)] float rotAngleThreshold, | ||
[Values(0, 0.5f)] float scaleThreshold) |
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why the different value here? 0.5 instead of 1?
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no specific reason ¯\_(ツ)_/¯
…nsform * develop: (21 commits) test: adding more details to multiprocess readme (#1050) refactor!: convert NetworkTransform.NetworkState to `struct` (#1061) fix: networkmanager destroy on app quit (#1011) feat: snapshot, using unreliable packets, now that the underlying foundation supports it. Only merge after #1062 (#1064) feat: snapshot. Fully integrated despawn, mtt-1092, mtt-1056 (#1062) fix: eliminate bad use-after-free(destroy) pattern (#1068) chore: cleanup meta files for empty dirs (#1067) chore: minor MLAPI to Netcode rename (#1065) feat: report network behaviour name to the profiler (#1058) fix: player movement (#1063) test: Add unit tests for NetworkTime properties (#1053) chore: remove authority & netvar perms from NetworkTransform (#1059) feat: networktransform pos/rot/sca thresholds on state sync (#1055) feat: expose network behaviour type name internally (#1057) chore: remove all the old profiling code (#1048) fix: if-guard `NetworkManager.__rpc_name_table` access (#1056) fix: Disabling fixedupdate portion of SpawnRpcDespawn test because it's failing for known reasons that will be fixed in the IMessage refactor. (#1049) feat: Implement metrics for the new network profiler (#960) chore!: change package name & asmdefs (#1026) feat: per axis networktransform state sync (+bitwise state comp) (#1042) ... # Conflicts: # com.unity.netcode.gameobjects/Prototyping/NetworkTransform.cs
…chnologies#1055) * feat: networktransform pos/rot/sca thresholds on state sync * minor typo fix * add a few comments * disable some networktransform tests until post-perms changes * clarify `else if` with a comment
introducing:
float PositionThreshold
float RotAngleThreshold
float ScaleThreshold
note: final inspector UI is still not there yet.
we're also collapsing
IsNetworkStateDirty
andUpdateNetworkState
methods into one single unifiedUpdateNetworkState
.