Smooth Sync for Unity
Syncs your networked objects smoothly according to the network owner.
Smooth.SmoothSync Member List

This is the complete list of members for Smooth.SmoothSync, including all inherited members.

addState(State state)Smooth.SmoothSyncinline
approximateNetworkTimeOnOwnerSmooth.SmoothSync
Awake()Smooth.SmoothSyncinline
checkIfOwnerHasChanged()Smooth.SmoothSyncinline
childObjectSmoothSyncsSmooth.SmoothSync
childObjectToSyncSmooth.SmoothSync
clearBuffer()Smooth.SmoothSyncinline
CmdTeleport(Vector3 position, Vector3 rotation, Vector3 scale, float tempOwnerTime)Smooth.SmoothSyncinline
extrapolationDistanceLimitSmooth.SmoothSync
extrapolationModeSmooth.SmoothSync
ExtrapolationMode enum nameSmooth.SmoothSync
extrapolationTimeLimitSmooth.SmoothSync
forceStateSendSmooth.SmoothSync
forceStateSendNextFixedUpdate()Smooth.SmoothSyncinline
GetNetworkChannel() (defined in Smooth.SmoothSync)Smooth.SmoothSyncinline
GetNetworkSendInterval() (defined in Smooth.SmoothSync)Smooth.SmoothSyncinline
getPosition()Smooth.SmoothSyncinline
getRotation()Smooth.SmoothSyncinline
getScale()Smooth.SmoothSyncinline
hasRigidbodySmooth.SmoothSync
hasRigidbody2DSmooth.SmoothSync
interpolationBackTimeSmooth.SmoothSync
isAngularVelocityCompressedSmooth.SmoothSync
isPositionCompressedSmooth.SmoothSync
isRotationCompressedSmooth.SmoothSync
isScaleCompressedSmooth.SmoothSync
isSmoothingAuthorityChangesSmooth.SmoothSync
isSyncingChildSmooth.SmoothSync
isSyncingXAngularVelocitySmooth.SmoothSync
isSyncingXPositionSmooth.SmoothSync
isSyncingXRotationSmooth.SmoothSync
isSyncingXScaleSmooth.SmoothSync
isSyncingXVelocitySmooth.SmoothSync
isSyncingYAngularVelocitySmooth.SmoothSync
isSyncingYPositionSmooth.SmoothSync
isSyncingYRotationSmooth.SmoothSync
isSyncingYScaleSmooth.SmoothSync
isSyncingYVelocitySmooth.SmoothSync
isSyncingZAngularVelocitySmooth.SmoothSync
isSyncingZPositionSmooth.SmoothSync
isSyncingZRotationSmooth.SmoothSync
isSyncingZScaleSmooth.SmoothSync
isSyncingZVelocitySmooth.SmoothSync
isVelocityCompressedSmooth.SmoothSync
lastAngularVelocityWhenStateWasSentSmooth.SmoothSync
lastPositionWhenStateWasSentSmooth.SmoothSync
lastRotationWhenStateWasSentSmooth.SmoothSync
lastScaleWhenStateWasSentSmooth.SmoothSync
lastTimeStateWasSentSmooth.SmoothSync
lastVelocityWhenStateWasSentSmooth.SmoothSync
latestReceivedAngularVelocitySmooth.SmoothSync
latestReceivedVelocitySmooth.SmoothSync
maxPositionDifferenceForVelocitySyncingSmooth.SmoothSync
netIDSmooth.SmoothSync
networkChannelSmooth.SmoothSync
OnEnable()Smooth.SmoothSyncinline
OnStartClient()Smooth.SmoothSyncinline
OnStartServer()Smooth.SmoothSyncinline
ownerChangeIndicatorSmooth.SmoothSync
positionLerpSpeedSmooth.SmoothSync
rbSmooth.SmoothSync
rb2DSmooth.SmoothSync
realObjectToSyncSmooth.SmoothSync
receivedPositionThresholdSmooth.SmoothSync
receivedRotationThresholdSmooth.SmoothSync
receivedStatesCounterSmooth.SmoothSync
registerClientHandlers() (defined in Smooth.SmoothSync)Smooth.SmoothSyncinline
rotationLerpSpeedSmooth.SmoothSync
RpcNonServerOwnedTeleportFromServer(Vector3 newPosition, Vector3 newRotation, Vector3 newScale) (defined in Smooth.SmoothSync)Smooth.SmoothSyncinline
RpcTeleport(Vector3 position, Vector3 rotation, Vector3 scale, float tempOwnerTime)Smooth.SmoothSyncinline
scaleLerpSpeedSmooth.SmoothSync
sendAngularVelocitySmooth.SmoothSync
sendAngularVelocityThresholdSmooth.SmoothSync
sendAtPositionalRestMessageSmooth.SmoothSync
sendAtRotationalRestMessageSmooth.SmoothSync
sendPositionSmooth.SmoothSync
sendPositionThresholdSmooth.SmoothSync
sendRateSmooth.SmoothSync
sendRotationSmooth.SmoothSync
sendRotationThresholdSmooth.SmoothSync
sendScaleSmooth.SmoothSync
sendScaleThresholdSmooth.SmoothSync
sendVelocitySmooth.SmoothSync
sendVelocityThresholdSmooth.SmoothSync
setPosition(Vector3 position, bool isTeleporting)Smooth.SmoothSyncinline
setRotation(Quaternion rotation, bool isTeleporting)Smooth.SmoothSyncinline
setScale(Vector3 scale, bool isTeleporting)Smooth.SmoothSyncinline
setVelocityInsteadOfPositionOnNonOwnersSmooth.SmoothSync
shouldSendAngularVelocity()Smooth.SmoothSyncinline
shouldSendPosition()Smooth.SmoothSyncinline
shouldSendRotation()Smooth.SmoothSyncinline
shouldSendScale()Smooth.SmoothSyncinline
shouldSendVelocity()Smooth.SmoothSyncinline
snapPositionThresholdSmooth.SmoothSync
snapRotationThresholdSmooth.SmoothSync
snapScaleThresholdSmooth.SmoothSync
snapTimeThresholdSmooth.SmoothSync
stateBufferSmooth.SmoothSync
stateCountSmooth.SmoothSync
stopLerping()Smooth.SmoothSyncinline
syncAngularVelocitySmooth.SmoothSync
syncIndexSmooth.SmoothSync
syncPositionSmooth.SmoothSync
syncRotationSmooth.SmoothSync
syncScaleSmooth.SmoothSync
syncVelocitySmooth.SmoothSync
teleport()Smooth.SmoothSyncinline
teleportAnyObjectFromServer(Vector3 newPosition, Quaternion newRotation, Vector3 newScale)Smooth.SmoothSyncinline
teleportOwnedObjectFromOwner()Smooth.SmoothSyncinline
timeCorrectionSpeedSmooth.SmoothSync
useExtrapolationDistanceLimitSmooth.SmoothSync
useExtrapolationTimeLimitSmooth.SmoothSync
validateState(State latestReceivedState, State latestValidatedState)Smooth.SmoothSyncinlinestatic
validateStateDelegate(State receivedState, State latestVerifiedState)Smooth.SmoothSync
validateStateMethodSmooth.SmoothSync
whenToUpdateTransformSmooth.SmoothSync
WhenToUpdateTransform enum nameSmooth.SmoothSync