RigidbodySynchronizablerotation Property

The rotation of the Rigidbody.

Definition

Namespace: Alteruna.Multiplayer
Assembly: Alteruna (in Alteruna.dll) Version: 2.0.1+a1176e08a0b4a6bfd8fefeddde6163a16d29e5ab
C#
public Quaternion rotation { get; set; }

Property Value

Quaternion

Example

Use RigidbodySynchronizable.rotation to get and set the rotation of a Rigidbody using the physics engine.
Changing the rotation of a Rigidbody using RigidbodySynchronizable.rotation updates the Transform after the next physics simulation step and sync it immediately to other clients.
This is faster than updating the rotation using Transform.rotation, as the latter will not trigger a sync packet and causes all attached Colliders to recalculate their rotation relative to the Rigidbody, whereas Rigidbody.rotation sets the values directly to the physics system. If you want to continuously rotate a rigidbody use MoveRotation instead, which takes interpolation into account.

See Also