InputSynchronizable Class
Synchronize inputs (255 buttons and 255 axis maximum) The input vales will update on this and other clients simultaneously.
Namespace: Alteruna.Multiplayer.Unity.InputSynchronizableAssembly: Alteruna.Multiplayer.UnityFiles (in Alteruna.Multiplayer.UnityFiles.dll) Version: 1.0.0+c5328b35489e83c42e288435f5acf6115fd519e0
public class InputSynchronizable : CommunicationBridge,
IInput
- Inheritance
- Object Object Component Behaviour MonoBehaviour CommunicationBridge InputSynchronizable
- Implements
- IInput
Sync inputs and move transform based on those inputs. Note that this does not sync position, after a while the positions could become unsynced.
using UnityEngine;
using Alteruna;
public class SyncedPlayerMovement : MonoBehaviour
{
//reference to a InputSynchronizable object in the scene with a avatar.
public InputSynchronizable InputSync;
public float Speed = 5;
private void Start() {
InputSync.AddAxis(new[] {"Horizontal", "Vertical"});
}
private void Update() {
float scaledSpeed = Speed * Time.deltaTime;
transform.Translate(
scaledSpeed * InputSync.AxesValues[0],
scaledSpeed * InputSync.AxesValues[1],
0);
}
}
| AxesValues | Get synced axes values by index |
| KeyValues | Get synced button values by index |
| OnKeyUpdate | Event for changes in key inputs. passes KeyCode and state. |
| UseLocalInput | Whether to use local input or use reply as input. When false, all clients including the sender will receive inputs simultaneously. (assuming identical connection) |