Allow configuring NetworkTransform through a ScriptableObject
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评估
- 难度
- 5/5
- 预计耗时
- 一周以上
- 新手友好度
- 35/100
- Issue 类型
- 功能
- 描述清晰度
- 基本清楚
- 活跃度
- 停滞
- 技术栈
- csharp, unity
- 领域
- game-dev, networking
调研方向
首先检查 NetworkTransform 组件及其序列化的 Inspector 属性,尤其是同步轴、阈值、插值、四元数同步、压缩和 half-float 精度。确定如何分配 ScriptableObject 配置而不破坏现有工作流,然后验证是否可以将配置创建为资源并应用于多个 NetworkTransforms。
由索引模型根据 Issue 内容生成。
描述
Whenever I create a new thing requiring the synchronization of a transform, I add a NetworkTransform component to it, and have to configure the properties of it again and again to the same exact values I have found to work for my use cases. This becomes increasingly bothersome as the complexity of the project increases. And if you then want to modify something later you have to go through everything manually and change the properties. (Yes I know, prefab variants, but those are only viable in very specific situations)
I would propose moving most of the properties on the NetworkTransform to a ScriptableObject saved to the assets folder, so you could configure those options in a more cohorent way. You could create different configs for fast moving objects, big slow objects, etc. and assign them to different NetworkTransforms easily.
The properties I often myself copy pasting which would be good candidates to live on ScriptableObjects are:
- Axis to synchronize
- Thresholds
- Interpolation settings (these are the most painful to reconfigure every time)
- Quaternion sync, compression, half float precision
This could be an additional feature accessible through the NetworkTransform through a boolean toggle in the inspector, to not break existing workflows.
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stat:awaiting-triage stat:Investigating type:bug
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