Kanda Players 0.7.0
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ControlMainCameraClientSystem Struct Reference

This system finds the first entity with ControlMainCamera component and adds a MainCameraRef if the main camera is ready. Then, it applies the position/rotation of this entity to the main camera. This manual synchronization is required because the main camera cannot reside in an entity sub-scene. We assume that the player parts that may control the main camera are root-level entities, so the position/rotation is replicated directly from their LocalTransform. More...

+ Inheritance diagram for ControlMainCameraClientSystem:

Public Member Functions

void OnCreate (ref SystemState state)
 
void OnUpdate (ref SystemState state)
 

Detailed Description

This system finds the first entity with ControlMainCamera component and adds a MainCameraRef if the main camera is ready. Then, it applies the position/rotation of this entity to the main camera. This manual synchronization is required because the main camera cannot reside in an entity sub-scene. We assume that the player parts that may control the main camera are root-level entities, so the position/rotation is replicated directly from their LocalTransform.


The documentation for this struct was generated from the following file: