Class CoherenceNode
By default, coherence only supports direct parent-child parenting
between two synced game objects. The CoherenceNode
component can
be used to lift this restriction and support placement into arbitrary
deep hierarchies.
Place this component on a GameObject to be able to parent it to any child transform of another game object and have that information be synchronized. Please note that a client needs to have authority over the child to be able to set its parent!
Note that both objects (parent and child) need to use CoherenceSync. They also need to be two different prefabs.
public class CoherenceNode : MonoBehaviour
- Inheritance
-
CoherenceNode
Examples
Given a Player prefab with CoherenceSync, e.g. Root -> Arm -> Hand: To place a Gun in the hand, add CoherenceNode to the Gun prefab and parent the Gun instance to the Hand.
Constructors
CoherenceNode()
public CoherenceNode()
Fields
path
A comma-separated string with indexes used to locate the child transform of another game object with CoherenceSync, that the game object with this CoherenceNode component should be parented to.
[Sync]
public string path
Field Value
Examples
If root is another game object with CoherenceSync,
"1,0" means to place this game object under the right-hand transform:
(*) root
(0) left-arm
(0) left-hand
(1) right-arm
(0) right-hand
(HERE)
Remarks
Automatically selected for syncing.
pathDirtyCounter
Used to keep track of if the current value of
[Sync]
public int pathDirtyCounter
Field Value
Remarks
Automatically selected for syncing.