Constructs a new RemoteGameObject.
The local GameObject to wrap.
The unique network ID for this object.
The ID of the player who owns this object.
Protected
idProtected
interpolatorProtected
objectProtected
ownerProtected
timestampStatic
Readonly
TypeReturns the unique network ID of this object.
Returns the main mesh of the object.
Returns all meshes associated with the object.
Returns the owner (player) ID of this object.
Returns the type of the object ("remote_game_object").
Handles contact events by forwarding to the underlying GameObject.
Handles pause events (no-op for remote objects).
Handles resume events (no-op for remote objects).
Updates the object's position using interpolation, called each frame.
Delta time since last update.
Unused CharacterInput parameter.
Updates the target position for interpolation, based on a network update.
The new position.
The timestamp of the update.
RemoteGameObject wraps a local GameObject and synchronizes its position and state based on remote/network updates. Disables local physics to avoid conflicts.