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.
A child object will only be visible in a LiveQuery if its parent is within the query's boundaries.
Usage
Creating an entity hierarchy is very simple. All you need to do is to add a GameObject with a CoherenceSync
component as a direct child of another GameObject with a CoherenceSync
component. 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 CoherenceSync
objects 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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