using UnityEngine; namespace Mirror.Experimental { [AddComponentMenu("Network/ Experimental/Network Lerp Rigidbody")] [HelpURL("https://mirror-networking.gitbook.io/docs/components/network-lerp-rigidbody")] public class NetworkLerpRigidbody : NetworkBehaviour { [Header("Settings")] [SerializeField] internal Rigidbody target = null; [Tooltip("How quickly current velocity approaches target velocity")] [SerializeField] float lerpVelocityAmount = 0.5f; [Tooltip("How quickly current position approaches target position")] [SerializeField] float lerpPositionAmount = 0.5f; [Tooltip("Set to true if moves come from owner client, set to false if moves always come from server")] [SerializeField] bool clientAuthority = false; float nextSyncTime; [SyncVar()] Vector3 targetVelocity; [SyncVar()] Vector3 targetPosition; /// /// Ignore value if is host or client with Authority /// /// bool IgnoreSync => isServer || ClientWithAuthority; bool ClientWithAuthority => clientAuthority && hasAuthority; void OnValidate() { if (target == null) { target = GetComponent(); } } void Update() { if (isServer) { SyncToClients(); } else if (ClientWithAuthority) { SendToServer(); } } void SyncToClients() { targetVelocity = target.velocity; targetPosition = target.position; } void SendToServer() { float now = Time.time; if (now > nextSyncTime) { nextSyncTime = now + syncInterval; CmdSendState(target.velocity, target.position); } } [Command] void CmdSendState(Vector3 velocity, Vector3 position) { target.velocity = velocity; target.position = position; targetVelocity = velocity; targetPosition = position; } void FixedUpdate() { if (IgnoreSync) { return; } target.velocity = Vector3.Lerp(target.velocity, targetVelocity, lerpVelocityAmount); target.position = Vector3.Lerp(target.position, targetPosition, lerpPositionAmount); // add velocity to position as position would have moved on server at that velocity target.position += target.velocity * Time.fixedDeltaTime; // TODO does this also need to sync acceleration so and update velocity? } } }