Understanding ReplicateState
Being familiar with what each state means will help you fine-tune your gameplay on spectated objects.
Last updated
Being familiar with what each state means will help you fine-tune your gameplay on spectated objects.
Last updated
// You will see this value if the data is being replayed, it previously ran outside the
// reconcile, and data is created by controller.
state = (ReplicateState.Replayed | ReplicateState.Ticked | ReplicateState.Created);
// When the state is only Replayed then the data is not Created, and the tick on data
// has not occurred outside the reconcile yet. This is what we often refer to as a
// future state.
state = ReplicateState.Replayed;
// When a state is Ticked only it indicates that the data is being run outside a
// reconcile, and that the controller has not sent data for this particular tick.
state = ReplicateState.Ticked;