So I have this problem
I want to have indentical object rotation on client and on server. But somehow it won't work. client:
byte[] buff = new byte[sizeof(float) * 3]; Buffer.BlockCopy(BitConverter.GetBytes(Object.eulerAngles.x), 0, buff, 0 * sizeof(float), sizeof(float)); Buffer.BlockCopy(BitConverter.GetBytes(Object.eulerAngles.y), 0, buff, 1 * sizeof(float), sizeof(float)); Buffer.BlockCopy(BitConverter.GetBytes(Object.eulerAngles.z), 0, buff, 2 * sizeof(float), sizeof(float));
server:
vect.x = BitConverter.ToSingle(msg.Array, msg.Array.Length - 3 * sizeof(float)); vect.y = BitConverter.ToSingle(msg.Array, msg.Array.Length - 2 * sizeof(float)); vect.z = BitConverter.ToSingle(msg.Array, msg.Array.Length - sizeof(float)); q = Quaternion.Euler(vect); Debug.Log(q); TargetObject_Transform.rotation = q;
https://stackoverflow.com/questions/66977218/how-to-copy-transform-rotation-over-network-byte-in-unity April 07, 2021 at 06:22AM
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