Possibility to have a client sided NT SetSynchronizedProperties #303
Replies: 4 comments 2 replies
-
I checked and it is public. This is of course an old discussion; I assume you're all set? |
Beta Was this translation helpful? Give feedback.
-
Sorry for the delay on this. This is kind of what you're doing already but your approach is much riskier. |
Beta Was this translation helpful? Give feedback.
-
Topic mismatch for conclusion. When disabled interpolations will be dropped except for latest. When unpaused the object will snap to the latest received data. |
Beta Was this translation helpful? Give feedback.
-
This appears to have been added quite awhile ago! |
Beta Was this translation helpful? Give feedback.
-
For a long time I used the NT.SetSynchronizedProperties at runtime on clients to prevent NT pos syncing of a non owned player, when this player starts a cinematic animation. The new "canSend" value in "public void SetSynchronizedProperties(SynchronizedProperty value)" prevents client from setting this value (I noticed it after updating to 3.0.0). So I had to make SetSynchronizedPropertiesInternal public.
Beta Was this translation helpful? Give feedback.
All reactions