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- Added `Sandbox.Players`: a synchronized list of `NetworkPlayerId` structs representing connected players. - Added `Sandbox.Events.OnPlayerJoined` and `Sandbox.Events.OnPlayerLeft` callbacks, synchronized across all clients. - Changed internal interpolation of quaternions to use `Slerp` instead of `Lerp`. - Fixed a potential crash caused by undefined behavior when reaching `NetickConfig.MaxPlayers` and destroying network objects. - Fixed an issue where sandbox-loaded scenes were not being unloaded during shutdown. - Fixed a bug preventing Prediction Error Correction from functioning correctly.
15 lines
291 B
C#
15 lines
291 B
C#
using UnityEngine;
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using Netick;
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namespace Netick.Samples.FPS
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{
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[Networked]
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public struct FPSInput : INetworkInput
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{
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[Networked]
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public Vector2 YawPitch { get; set; }
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[Networked]
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public Vector2 Movement { get; set; }
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public NetworkBool ShootInput;
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}
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} |