public abstract class RigidbodySynchronizableCommon : Synchronizable
isKinematic | Controls whether physics affects the rigidbody. |
Awake | |
FixedUpdate | |
ForceUpdate | Forces a sync even if not owned. |
IsSleeping | Is the rigidbody sleeping? |
OnCollisionEnter | |
OnCollisionEnter2D | |
OnEnable | |
Possessed | (Overrides CommunicationBridgePossessed(Boolean, User)) |
Reset | (Overrides SynchronizableReset) |
Serialize | (Overrides SynchronizableSerialize(ITransportStreamWriter, Byte, Boolean)) |
Sleep | Forces a rigidbody to sleep at least one frame. |
SyncSettings | Syncs settings to all clients. Required for changing settings during runtime. |
WakeUp | Forces a rigidbody to wake up. |
AllowCollisionToAssumeOwner | When false, collisions will not cause the object to switch which client is simulated on. |
ApplyAsTransform | When true, the object will be moved and rotated using its transform directly instead of using the physics engine. This is not recommended, but may resolve some issues where it doesn't sync correctly. |
FullSyncEveryNSync | Sync velocity and position every Nth sync. |
IgnoredLayers | Ignored layers will not cause the object trigger sync on collision. |
SendData | When true, this client will sync the object will to all other clients. |
SyncEveryNUpdates | How often to automatically sync data in skips of FixedUpdate. |