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
Each state is a flag value; a replicate state may contain multiple flags. There are numerous extensions you may use to check if a state contains certain values.
You can view all built-in state extensions within the ReplicateState file.
An invalid ReplicateState should never occur. This would imply internally Fish-Networking failed to properly set the state.
Server and clients use this flag. This flag will be set if the data tick has run outside a reconcile, such as from user code within OnTick . Ticked can exist during a replay/reconcile, but only if the data had first run outside the replay/reconcile.
Only clients will use this flag. The replayed flag is set if data is being run during a reconcile.
Server and client use this flag. A created flag indicates that the data was created by controller, such as owner or the server if no owner. The created flag will not be present if the controller has not sent updates, such as if they are not taking any action.
Below are examples of some possible states and what they mean.
For more possible flag examples see the state extensions (the ReplicateState file).