using System.Collections; using System.Collections.Generic; using System.IO; using UnityEngine; using VelNet; public class SyncedCustomObj : SyncState { private Renderer rend; private Rigidbody rb; public float impulseForce = 1; public float returningForce = 1; private IEnumerator Start() { rend = GetComponent(); rb = GetComponent(); while (true) { if (IsMine) { rb.AddForce(new Vector3( Random.Range(-1f, 1f) * impulseForce, Random.Range(-1f, 1f) * impulseForce, Random.Range(-1f, 1f) * impulseForce )); } yield return new WaitForSeconds(Random.Range(1f, 3f)); } } private void FixedUpdate() { if (IsMine) { // return to center rb.velocity -= (transform.position).normalized * Time.fixedDeltaTime * returningForce; } } protected override void SendState(BinaryWriter binaryWriter) { } protected override void ReceiveState(BinaryReader binaryReader) { } }