![]() ![]() In general you can't do very much with the entity in question and it's usually something you don't have any control of in the game (like another players avatar for example). If you are neither the Owner or Controller of an entity, both entity.isOwner and entity.hasControl will return false. The Controller is the only one that the entity.hasControl property will return true on. Taking control of an entity you are the Owner of is done by calling entity.TakeControl() and releasing control is done with entity.ReleaseControl(). The Owner can also take control of an entity himself, he will then be considered both the Owner and Controller. This peer will now be considered the Controller of this entity. The Owner can assign control of an entity to another peer by calling entity.AssignControl(otherConnection) and passing in the connection to the other peer.Ĭontrol can also be removed by calling entity.RevokeControl(). Only the Owner can assign and take away the control of an entity. The owner of an entity has absolute control over everything (state, transform, etc.).īeing a Controller of an entity is something which can be assigned, taken away and transferred to other peers. ![]() Ownership of an entity can not be transferred to anyone else. This peer is the only one where BoltEntity.isOwner will return true. Proxy: where entity.isOwner = false & entity.hasControl = false.īeing an Owner is a non-changeable property that is assigned to the peer which the BoltNetwork.Instantiate call is issued on.Controlled: where entity.hasControl = true.They are not mutually exclusive, you can be any of the following: It is the representation of a network-aware object, and is the base for having Bolt control and replicate an actual GameObject in Unity.Ī BoltEntity is neither from a Server or Client, in Bolt perspective, the ownership of entities is broken down into two separate categories: Owner and Controller. It's also because of this component, that you are able to interact with the Entity's state, modifying it to reflect the state of your game.īoltEntity is similar to a Unity/uLink NetworkView or PUN's PhotonView. In order to mark a GameObject as networked, you need to use the BoltEntity component.īy using this component, you transform an ordinary Unity Prefab into a networked element, allowing Bolt to extract, sync, and manage its data. The BoltEntity is a Unity GameObject that will be represented on the network by Photon Bolt. What About Normal Proxies, Which Are Not The Controller?.What Is BoltCommand.isFirstExecution Used For?.Method: BoltEntity.ExecuteCommand(BoltCommand Cmd, Bool ResetState).Method: BoltEntity.SimulateController().Note that the special meaning of Any State implies that it cannot be the end point of a transition (ie, jumping to “any state” cannot be used as a way to pick a random state to enter next). This is a shorthand way of adding the same outward transition to all states in your machine. It exists for the situation where you want to go to a specific state regardless of which state you are currently in. Any StateĪny State is a special state which is always present. (Note that you can only drag Mecanim animations into the Controller - non-Mecanim animations will be rejected.) States can also contain Blend Trees. Alternatively, you can drag an animation into the Animator Controller Window to create a state containing that animation. The solo and mute checkboxes on each transition are used to control the behaviour of animation previews - see this page for further details.Ī new state can be added by right-clicking on an empty space in the Animator Controller Window and selecting Create State->Empty from the context menu. You can change the default state, if necessary, by right-clicking on another state and selecting Set As Default from the context menu. The default state, displayed in brown, is the state that the machine will be in when it is first activated. ![]() ![]() The list of transitions originating from this state This is only applicable to humanoid animations. Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion. Should Foot IK be respected for this state. The animation clip assigned to this state When you select a state in the Animator Controller, you will see the properties for that state in the inspector:- Property: When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over. Each state contains an individual animation sequence (or blend tree) which will play while the character is in that state. Animation States are the basic building blocks of an Animation State Machine. ![]()
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