Comment joint prediction
This commit is contained in:
@@ -19,8 +19,13 @@ namespace Content.Client.Physics.Controllers
|
|||||||
!player.TryGetComponent(out IMoverComponent? mover) ||
|
!player.TryGetComponent(out IMoverComponent? mover) ||
|
||||||
!player.TryGetComponent(out PhysicsComponent? body)) return;
|
!player.TryGetComponent(out PhysicsComponent? body)) return;
|
||||||
|
|
||||||
body.Predict = true; // TODO: equal prediction instead of true?
|
// Essentially we only want to set our mob to predicted so every other entity we just interpolate
|
||||||
|
// (i.e. only see what the server has sent us).
|
||||||
|
// The exception to this is joints.
|
||||||
|
body.Predict = true;
|
||||||
|
|
||||||
|
// We set joints to predicted given these can affect how our mob moves.
|
||||||
|
// I would only recommend disabling this if you make pulling not use joints anymore (someday maybe?)
|
||||||
foreach (var joint in body.Joints)
|
foreach (var joint in body.Joints)
|
||||||
{
|
{
|
||||||
joint.BodyA.Predict = true;
|
joint.BodyA.Predict = true;
|
||||||
|
|||||||
Reference in New Issue
Block a user