Parent-child relationships

Overview

Objects with the CoherenceSync component can be connected to other CoherenceSync components with a parent-child relationship. For example, an object can be linked to a hand, a hand to an arm, and the arm to a spine.

When and object has a parent in the network hierarchy, its transform (position and orientation) will update in local space, which means its transform is relative to the parent's transform.

Usage

Creating an entity hierarchy is very simple. All you need to do is to add a GameObject with a CoherenceSynccomponent as a direct child of another GameObject with a CoherenceSynccomponent. You can add and remove parent-child relationships at runtime (even from the editor).

Hierarchies with intermediary transforms

Sometimes, it is not practical to add CoherenceSyncobjects to all the links in the chain. For example, if a weapon is parented to a hand controlled by an Animator, we do not need to synchronize the entire skeleton over the network. We will provide a helper script for such cases.

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