PositionOffset
How do I use Position Offset
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PhotonTransformViewPositionControl.cs
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54 public Vector3 UpdatePosition( Vector3 currentPosition )
55 {
56 Vector3 targetPosition = GetNetworkPosition() + GetExtrapolatedPositionOffset();
57
58 switch( m_Model.InterpolateOption )
59 {
60 case PhotonTransformViewPositionModel.InterpolateOptions.Disabled:
61 if( m_UpdatedPositionAfterOnSerialize == false )
62 {
63 currentPosition = targetPosition;
64 m_UpdatedPositionAfterOnSerialize = true;
65 }
66 break;
67 case PhotonTransformViewPositionModel.InterpolateOptions.FixedSpeed:
68 currentPosition = Vector3.MoveTowards( currentPosition, targetPosition, Time.deltaTime * m_Model.InterpolateMoveTowardsSpeed );
69 break;
70 case PhotonTransformViewPositionModel.InterpolateOptions.EstimatedSpeed:
71 int positionsCount = Mathf.Min( 1, m_OldNetworkPositions.Count );
72 float estimatedSpeed = Vector3.Distance( m_NetworkPosition, GetOldestStoredNetworkPosition() ) / positionsCount;
73 currentPosition = Vector3.MoveTowards( currentPosition, targetPosition, Time.deltaTime * estimatedSpeed );
74 break;
75 case PhotonTransformViewPositionModel.InterpolateOptions.SynchronizeValues:
76 if( m_SynchronizedSpeed.magnitude == 0 )
77 {
78 currentPosition = targetPosition;
79 }
80 else
81 {
82 currentPosition = Vector3.MoveTowards( currentPosition, targetPosition, Time.deltaTime * m_SynchronizedSpeed.magnitude );
83 }
84 break;
85 case PhotonTransformViewPositionModel.InterpolateOptions.Lerp:
86 currentPosition = Vector3.Lerp( currentPosition, targetPosition, Time.deltaTime * m_Model.InterpolateLerpSpeed );
87 break;
88 /*case PhotonTransformViewPositionModel.InterpolateOptions.MoveTowardsComplex:
89 float distanceToTarget = Vector3.Distance( currentPosition, targetPosition );
90 float targetSpeed = m_Model.InterpolateSpeedCurve.Evaluate( distanceToTarget ) * m_Model.InterpolateMoveTowardsSpeed;
91
92 if( targetSpeed > m_CurrentSpeed )
93 {
94 m_CurrentSpeed = Mathf.MoveTowards( m_CurrentSpeed, targetSpeed, Time.deltaTime * m_Model.InterpolateMoveTowardsAcceleration );
95 }
96 else
97 {
98 m_CurrentSpeed = Mathf.MoveTowards( m_CurrentSpeed, targetSpeed, Time.deltaTime * m_Model.InterpolateMoveTowardsDeceleration );
99 }
100
101 //Debug.Log( m_CurrentSpeed + " - " + targetSpeed + " - " + transform.localPosition + " - " + targetPosition );
102
103 currentPosition = Vector3.MoveTowards( currentPosition, targetPosition, Time.deltaTime * m_CurrentSpeed );
104 break;*/
105 }
106
107 if( m_Model.TeleportEnabled == true )
108 {
109 if( Vector3.Distance( currentPosition, GetNetworkPosition() ) > m_Model.TeleportIfDistanceGreaterThan )
110 {
111 currentPosition = GetNetworkPosition();
112 }
113 }
114
115 return currentPosition;
116 }
File name: PhotonTransformViewPositionControl.cs
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132 public Vector3 GetExtrapolatedPositionOffset()
133 {
134 float timePassed = (float)( PhotonNetwork.time - m_LastSerializeTime );
135
136 if( m_Model.ExtrapolateIncludingRoundTripTime == true )
137 {
138 timePassed += (float)PhotonNetwork.GetPing() / 1000f;
139 }
140
141 Vector3 extrapolatePosition = Vector3.zero;
142
143 switch( m_Model.ExtrapolateOption )
144 {
145 case PhotonTransformViewPositionModel.ExtrapolateOptions.SynchronizeValues:
146 Quaternion turnRotation = Quaternion.Euler( 0, m_SynchronizedTurnSpeed * timePassed, 0 );
147 extrapolatePosition = turnRotation * ( m_SynchronizedSpeed * timePassed );
148 break;
149 case PhotonTransformViewPositionModel.ExtrapolateOptions.FixedSpeed:
150 Vector3 moveDirection = ( m_NetworkPosition - GetOldestStoredNetworkPosition() ).normalized;
151
152 extrapolatePosition = moveDirection * m_Model.ExtrapolateSpeed * timePassed;
153 break;
154 case PhotonTransformViewPositionModel.ExtrapolateOptions.EstimateSpeedAndTurn:
155 Vector3 moveDelta = ( m_NetworkPosition - GetOldestStoredNetworkPosition() ) * PhotonNetwork.sendRateOnSerialize;
156 extrapolatePosition = moveDelta * timePassed;
157 break;
158 }
159
160 return extrapolatePosition;
161 }
File name: OnJoinedInstantiate.cs
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10 public void OnJoinedRoom()
11 {
12 if (this.PrefabsToInstantiate != null)
13 {
14 foreach (GameObject o in this.PrefabsToInstantiate)
15 {
16 Debug.Log("Instantiating: " + o.name);
17
18 Vector3 spawnPos = Vector3.up;
19 if (this.SpawnPosition != null)
20 {
21 spawnPos = this.SpawnPosition.position;
22 }
23
24 Vector3 random = Random.insideUnitSphere;
25 random.y = 0;
26 random = random.normalized;
27 Vector3 itempos = spawnPos + this.PositionOffset * random;
28
29 PhotonNetwork.Instantiate(o.name, itempos, Quaternion.identity, 0);
30 }
31 }
32 }
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