mirror of
https://github.com/Kaveinator/NetickProForUnity.git
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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.
44 lines
3.0 KiB
XML
44 lines
3.0 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Netick.Pro</name>
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</assembly>
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<members>
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<member name="M:Netick.Pro.LagCompensation.Raycast(System.Numerics.Vector3,System.Numerics.Vector3,Netick.Pro.NetHit@,Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean)">
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<summary>
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Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
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against all HitShapes and Colliders (if includeUnityColliders is equal to true) in the Scene.
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</summary>
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<param name="origin">The starting point of the ray in world coordinates.</param>
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<param name="direction">The direction of the ray.</param>
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<param name="hitData"></param>
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<param name="inputSource">The input source to compensate for.</param>
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<param name="maxDistance">The max distance the ray should check for collisions.</param>
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<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
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<returns>Returns true if the ray intersects with a Collider/HitShape, otherwise false.</returns>
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</member>
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<member name="M:Netick.Pro.LagCompensation.RaycastAll(System.Numerics.Vector3,System.Numerics.Vector3,System.Collections.Generic.List{Netick.Pro.NetHit},Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean,System.Boolean)">
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<summary>
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Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
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against all HitShapes and in the Scene, and return all hits.
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</summary>
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<param name="origin">The starting point of the ray in world coordinates.</param>
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<param name="direction">The direction of the ray.</param>
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<param name="inputSource">The input source to compensate for.</param>
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<param name="maxDistance">The max distance the ray should check for collisions.</param>
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<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
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</member>
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<member name="M:Netick.Pro.LagCompensation.OverlapSphere(System.Numerics.Vector3,System.Single,System.Collections.Generic.List{Netick.Pro.NetHit},Netick.NetworkPlayer,System.Int32,System.Boolean,System.Boolean)">
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<summary>
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Performs a lag compensated OverlapSphere which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the sphere.
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</summary>
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<param name="center">Center of the sphere.</param>
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<param name="radius">Radius of the sphere.</param>
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<param name="hits"></param>
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<param name="inputSource">The input source to compensate for.</param>
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<param name="layerMask">A defines which layers of colliders to include in the query.</param>
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<param name="oneHitPerHitShapeContainer">Choose whether you want to include only one HitShape per HitShapeContainer</param>
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</member>
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</members>
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</doc>
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