Assets/Deps/emotitron/Network/NST/TransformElement.cs
/// <summary>
/// This is the logic for when a frame must be sent using info available to all clients/server, so in these cases elements do not need to send a "used" bit
/// ahead of each element, since an update is required.
/// </summary>
This is the logic for when a frame must be sent using info available to all clients/server, so in these cases elements do not need to send a "used" bit
ahead of each element, since an update is required.
This is the logic for when a frame must be sent using info available to all clients / server so in these cases elements do not need to send a " used " bit ahead of each element since an update is required .
protected bool IsUpdateForced (MsgType msgType, int packetId)
	{
		return
			sendCulling == SendCulling.Always ||
			(sendCulling == SendCulling.ChangesAndEvents && (msgType == MsgType.Cust_Msg || msgType == MsgType.Teleport)) ||
			(keyRate != 0 && packetId % keyRate == 0);
	}
protected bool IsUpdateForced ( MsgType msgType , int packetId ) { return sendCulling == SendCulling . Always || ( sendCulling == SendCulling . ChangesAndEvents && ( msgType == MsgType . Cust_Msg || msgType == MsgType . Teleport ) ) || ( keyRate != 0 && packetId % keyRate == 0 ) ; }
This is the logic for when a frame must be sent using info available to all clients/server, so in these cases elements do not need to send a "used" bit
ahead of each element, since an update is required.
This is the logic for when a frame must be sent using info available to all clients / server so in these cases elements do not need to send a " used " bit ahead of each element since an update is required .
//lastSentKeyTime + keyRate > Time.time;
msgType
MsgType
packetId
int