Network Sync Transform (NST)
emotitron
$0.0
Date |
Price |
---|---|
日時 |
価格($) |
03/17(2018) |
0.0 |
11/23(2024) |
0.0 |
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A much more efficient HLAPI replacement for the NetworkTransform. Many feature additions coming very shortly.
Supports:
+ Custom Messages that allow user data to piggyback on sync ticks, such as weapon fire or object throws
+ Large range of compression levels and options
+ Rewind with full recreation of colliders on gameobjects, including synced children objects.
+ Built-in Network simulation including latency, loss, jitter, and out of order packets
+ Interpolation
+ Variable buffering and numbered packets to reduce Loss/Jitter hitching
+ Automatic interpolation/extrapolation of lost or late frames.
+ EXTREMELY low network usage compared to the UNET NetworkTransform, and much lower than most other networking components
+ Control over nearly every aspect of the packets created and the resulting packet sizes
+ 32 separate child position and rotation elements for turrets, arms, heads, etc
+ Serverside and Clientside Teleporting.