Core
NetworkRigidbody
Puts a Unity Rigidbody under the mesh's authority model.
generated from the sources
Class in namespace
Nebula · Packages/com.1by3.nebula/Runtime/Core/NetworkRigidbody.cs[RequireComponent(typeof(Rigidbody))]
[DisallowMultipleComponent]
public sealed class NetworkRigidbody : NetworkBehaviourPuts a Unity Rigidbody under the mesh's authority model. On the worker that owns the entity the body is dynamic and PhysX simulates it; everywhere else (ghosts on neighbouring workers, every client) it is kinematic and follows the owner's state stream. Linear velocity is mirrored into NetworkIdentity.Velocity every tick so remote copies extrapolate and a handover keeps momentum; angular velocity only matters to the next simulating worker, so it travels with the handover alone through NetworkBehaviour.WriteHandoverState. Add it next to the NetworkIdentity of any physics prop.
Properties
Body
public Rigidbody Body { get; }Methods
OnNetworkSpawn
public override void OnNetworkSpawn();OnGainedAuthority
public override void OnGainedAuthority();OnLostAuthority
public override void OnLostAuthority();NetworkTick
public override void NetworkTick(uint tick, float deltaTime);WriteHandoverState
public override void WriteHandoverState(NetworkWriter writer);ReadHandoverState
public override void ReadHandoverState(NetworkReader reader);SetVelocity
public void SetVelocity(Vector3 linear, Vector3 angular = default);Authority only: set the body's momentum (e.g. to launch a freshly spawned prop).