mirror of
https://github.com/Kaveinator/NetickProForUnity.git
synced 2025-10-26 09:49:06 -07:00
- 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.
14 lines
260 B
C#
14 lines
260 B
C#
using UnityEngine;
|
|
using Netick;
|
|
using Netick.Unity;
|
|
|
|
namespace Netick.Samples.Bomberman
|
|
{
|
|
[Networked]
|
|
public struct BombermanInput : INetworkInput
|
|
{
|
|
[Networked]
|
|
public Vector2 Movement { get; set; }
|
|
public NetworkBool PlantBomb;
|
|
}
|
|
} |