Version: 1.0.0
NetworkRigidbody inside Boss Room
note
Required reading: Physics
Boss Room leverages NetworkRigidbody
to simulate physics-based projectiles. See the Vandal Imp’s tossed projectile, the ImpTossedItem
prefab. At its root, this Prefab has a NetworkObject
, a NetworkTransform
, a Rigidbody
, and a NetworkRigidbody
component. Refer to TossAction.cs
for more implementation details.
An important note: Any modifications to a Rigidbody
that involve Physics (that is, modifying velocity, applying forces, applying torque, and the like) must be done after the NetworkObject
is spawned since NetworkRigidbody
forces the Rigidbody’s isKinematic
flag to be true on Awake()
. Once spawned, this flag is modified depending on the ownership status of the NetworkObject
.