The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.9.1] - 2024-04-18 ### Added - Added AnticipatedNetworkVariable<T>, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay (#2820) - Added AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms (#2820) - Added NetworkVariableBase.ExceedsDirtinessThreshold to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariable<T> with the callback NetworkVariable<T>.CheckExceedsDirtinessThreshold) (#2820) - Added NetworkVariableUpdateTraits, which add additional throttling support: MinSecondsBetweenUpdates will prevent the NetworkVariable from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while MaxSecondsBetweenUpdates will force a dirty NetworkVariable to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2820) - Added virtual method NetworkVariableBase.OnInitialize() which can be used by NetworkVariable subclasses to add initialization code (#2820) - Added virtual method NetworkVariableBase.Update(), which is called once per frame to support behaviors such as interpolation between an anticipated value and an authoritative one. (#2820) - Added NetworkTime.TickWithPartial, which represents the current tick as a double that includes the fractional/partial tick value. (#2820) - Added NetworkTickSystem.AnticipationTick, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2820) - `NetworkVariable` now includes built-in support for `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, and `Dictionary` (#2813) - `NetworkVariable` now includes delta compression for collection values (`NativeList`, `NativeArray`, `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, `Dictionary`, and `FixedString` types) to save bandwidth by only sending the values that changed. (Note: For `NativeList`, `NativeArray`, and `List`, this algorithm works differently than that used in `NetworkList`. This algorithm will use less bandwidth for "set" and "add" operations, but `NetworkList` is more bandwidth-efficient if you are performing frequent "insert" operations.) (#2813) - `UserNetworkVariableSerialization` now has optional callbacks for `WriteDelta` and `ReadDelta`. If both are provided, they will be used for all serialization operations on NetworkVariables of that type except for the first one for each client. If either is missing, the existing `Write` and `Read` will always be used. (#2813) - Network variables wrapping `INetworkSerializable` types can perform delta serialization by setting `UserNetworkVariableSerialization<T>.WriteDelta` and `UserNetworkVariableSerialization<T>.ReadDelta` for those types. The built-in `INetworkSerializable` serializer will continue to be used for all other serialization operations, but if those callbacks are set, it will call into them on all but the initial serialization to perform delta serialization. (This could be useful if you have a large struct where most values do not change regularly and you want to send only the fields that did change.) (#2813) ### Fixed - Fixed issue where NetworkTransformEditor would throw and exception if you excluded the physics package. (#2871) - Fixed issue where `NetworkTransform` could not properly synchronize its base position when using half float precision. (#2845) - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed `NetworkObjectReference` and `NetworkBehaviourReference` to allow null references when constructing and serializing. (#2874) - Changed `NetworkAnimator` no longer requires the `Animator` component to exist on the same `GameObject`. (#2872) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
475 lines
18 KiB
C#
475 lines
18 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.LowLevel;
|
|
using UnityEngine.PlayerLoop;
|
|
|
|
namespace Unity.Netcode
|
|
{
|
|
/// <summary>
|
|
/// Defines the required interface of a network update system being executed by the <see cref="NetworkUpdateLoop"/>.
|
|
/// </summary>
|
|
public interface INetworkUpdateSystem
|
|
{
|
|
/// <summary>
|
|
/// The update method that is being executed in the context of related <see cref="NetworkUpdateStage"/>.
|
|
/// </summary>
|
|
/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> that is being executed.</param>
|
|
void NetworkUpdate(NetworkUpdateStage updateStage);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Defines network update stages being executed by the network update loop.
|
|
/// See for more details on update stages:
|
|
/// https://docs.unity3d.com/ScriptReference/PlayerLoop.Initialization.html
|
|
/// </summary>
|
|
public enum NetworkUpdateStage : byte
|
|
{
|
|
/// <summary>
|
|
/// Default value
|
|
/// </summary>
|
|
Unset = 0,
|
|
/// <summary>
|
|
/// Very first initialization update
|
|
/// </summary>
|
|
Initialization = 1,
|
|
/// <summary>
|
|
/// Invoked before Fixed update
|
|
/// </summary>
|
|
EarlyUpdate = 2,
|
|
/// <summary>
|
|
/// Fixed Update (i.e. state machine, physics, animations, etc)
|
|
/// </summary>
|
|
FixedUpdate = 3,
|
|
/// <summary>
|
|
/// Updated before the Monobehaviour.Update for all components is invoked
|
|
/// </summary>
|
|
PreUpdate = 4,
|
|
/// <summary>
|
|
/// Updated when the Monobehaviour.Update for all components is invoked
|
|
/// </summary>
|
|
Update = 5,
|
|
/// <summary>
|
|
/// Updated before the Monobehaviour.LateUpdate for all components is invoked
|
|
/// </summary>
|
|
PreLateUpdate = 6,
|
|
/// <summary>
|
|
/// Updated after Monobehaviour.LateUpdate, but BEFORE rendering
|
|
/// </summary>
|
|
// Yes, these numbers are out of order due to backward compatibility requirements.
|
|
// The enum values are listed in the order they will be called.
|
|
PostScriptLateUpdate = 8,
|
|
/// <summary>
|
|
/// Updated after the Monobehaviour.LateUpdate for all components is invoked
|
|
/// and all rendering is complete
|
|
/// </summary>
|
|
PostLateUpdate = 7
|
|
}
|
|
|
|
/// <summary>
|
|
/// Represents the network update loop injected into low-level player loop in Unity.
|
|
/// </summary>
|
|
public static class NetworkUpdateLoop
|
|
{
|
|
private static Dictionary<NetworkUpdateStage, HashSet<INetworkUpdateSystem>> s_UpdateSystem_Sets;
|
|
private static Dictionary<NetworkUpdateStage, INetworkUpdateSystem[]> s_UpdateSystem_Arrays;
|
|
private const int k_UpdateSystem_InitialArrayCapacity = 1024;
|
|
|
|
static NetworkUpdateLoop()
|
|
{
|
|
s_UpdateSystem_Sets = new Dictionary<NetworkUpdateStage, HashSet<INetworkUpdateSystem>>();
|
|
s_UpdateSystem_Arrays = new Dictionary<NetworkUpdateStage, INetworkUpdateSystem[]>();
|
|
|
|
foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
|
|
{
|
|
s_UpdateSystem_Sets.Add(updateStage, new HashSet<INetworkUpdateSystem>());
|
|
s_UpdateSystem_Arrays.Add(updateStage, new INetworkUpdateSystem[k_UpdateSystem_InitialArrayCapacity]);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Registers a network update system to be executed in all network update stages.
|
|
/// </summary>
|
|
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to register for all network updates</param>
|
|
public static void RegisterAllNetworkUpdates(this INetworkUpdateSystem updateSystem)
|
|
{
|
|
foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
|
|
{
|
|
RegisterNetworkUpdate(updateSystem, updateStage);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Registers a network update system to be executed in a specific network update stage.
|
|
/// </summary>
|
|
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to register for all network updates</param>
|
|
/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> being registered for the <see cref="INetworkUpdateSystem"/> implementation</param>
|
|
public static void RegisterNetworkUpdate(this INetworkUpdateSystem updateSystem, NetworkUpdateStage updateStage = NetworkUpdateStage.Update)
|
|
{
|
|
var sysSet = s_UpdateSystem_Sets[updateStage];
|
|
if (!sysSet.Contains(updateSystem))
|
|
{
|
|
sysSet.Add(updateSystem);
|
|
|
|
int setLen = sysSet.Count;
|
|
var sysArr = s_UpdateSystem_Arrays[updateStage];
|
|
int arrLen = sysArr.Length;
|
|
|
|
if (setLen > arrLen)
|
|
{
|
|
// double capacity
|
|
sysArr = s_UpdateSystem_Arrays[updateStage] = new INetworkUpdateSystem[arrLen *= 2];
|
|
}
|
|
|
|
sysSet.CopyTo(sysArr);
|
|
|
|
if (setLen < arrLen)
|
|
{
|
|
// null terminator
|
|
sysArr[setLen] = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unregisters a network update system from all network update stages.
|
|
/// </summary>
|
|
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to deregister from all network updates</param>
|
|
public static void UnregisterAllNetworkUpdates(this INetworkUpdateSystem updateSystem)
|
|
{
|
|
foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
|
|
{
|
|
UnregisterNetworkUpdate(updateSystem, updateStage);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unregisters a network update system from a specific network update stage.
|
|
/// </summary>
|
|
/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to deregister from all network updates</param>
|
|
/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> to be deregistered from the <see cref="INetworkUpdateSystem"/> implementation</param>
|
|
public static void UnregisterNetworkUpdate(this INetworkUpdateSystem updateSystem, NetworkUpdateStage updateStage = NetworkUpdateStage.Update)
|
|
{
|
|
var sysSet = s_UpdateSystem_Sets[updateStage];
|
|
if (sysSet.Contains(updateSystem))
|
|
{
|
|
sysSet.Remove(updateSystem);
|
|
|
|
int setLen = sysSet.Count;
|
|
var sysArr = s_UpdateSystem_Arrays[updateStage];
|
|
int arrLen = sysArr.Length;
|
|
|
|
sysSet.CopyTo(sysArr);
|
|
|
|
if (setLen < arrLen)
|
|
{
|
|
// null terminator
|
|
sysArr[setLen] = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The current network update stage being executed.
|
|
/// </summary>
|
|
public static NetworkUpdateStage UpdateStage;
|
|
|
|
internal static void RunNetworkUpdateStage(NetworkUpdateStage updateStage)
|
|
{
|
|
UpdateStage = updateStage;
|
|
|
|
var sysArr = s_UpdateSystem_Arrays[updateStage];
|
|
int arrLen = sysArr.Length;
|
|
for (int curIdx = 0; curIdx < arrLen; curIdx++)
|
|
{
|
|
var curSys = sysArr[curIdx];
|
|
if (curSys == null)
|
|
{
|
|
// null terminator
|
|
break;
|
|
}
|
|
|
|
curSys.NetworkUpdate(updateStage);
|
|
}
|
|
}
|
|
|
|
internal struct NetworkInitialization
|
|
{
|
|
public static PlayerLoopSystem CreateLoopSystem()
|
|
{
|
|
return new PlayerLoopSystem
|
|
{
|
|
type = typeof(NetworkInitialization),
|
|
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.Initialization)
|
|
};
|
|
}
|
|
}
|
|
|
|
internal struct NetworkEarlyUpdate
|
|
{
|
|
public static PlayerLoopSystem CreateLoopSystem()
|
|
{
|
|
return new PlayerLoopSystem
|
|
{
|
|
type = typeof(NetworkEarlyUpdate),
|
|
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.EarlyUpdate)
|
|
};
|
|
}
|
|
}
|
|
|
|
internal struct NetworkFixedUpdate
|
|
{
|
|
public static PlayerLoopSystem CreateLoopSystem()
|
|
{
|
|
return new PlayerLoopSystem
|
|
{
|
|
type = typeof(NetworkFixedUpdate),
|
|
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.FixedUpdate)
|
|
};
|
|
}
|
|
}
|
|
|
|
internal struct NetworkPreUpdate
|
|
{
|
|
public static PlayerLoopSystem CreateLoopSystem()
|
|
{
|
|
return new PlayerLoopSystem
|
|
{
|
|
type = typeof(NetworkPreUpdate),
|
|
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PreUpdate)
|
|
};
|
|
}
|
|
}
|
|
|
|
internal struct NetworkUpdate
|
|
{
|
|
public static PlayerLoopSystem CreateLoopSystem()
|
|
{
|
|
return new PlayerLoopSystem
|
|
{
|
|
type = typeof(NetworkUpdate),
|
|
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.Update)
|
|
};
|
|
}
|
|
}
|
|
|
|
internal struct NetworkPreLateUpdate
|
|
{
|
|
public static PlayerLoopSystem CreateLoopSystem()
|
|
{
|
|
return new PlayerLoopSystem
|
|
{
|
|
type = typeof(NetworkPreLateUpdate),
|
|
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PreLateUpdate)
|
|
};
|
|
}
|
|
}
|
|
|
|
internal struct NetworkPostScriptLateUpdate
|
|
{
|
|
public static PlayerLoopSystem CreateLoopSystem()
|
|
{
|
|
return new PlayerLoopSystem
|
|
{
|
|
type = typeof(NetworkPostScriptLateUpdate),
|
|
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PostScriptLateUpdate)
|
|
};
|
|
}
|
|
}
|
|
|
|
internal struct NetworkPostLateUpdate
|
|
{
|
|
public static PlayerLoopSystem CreateLoopSystem()
|
|
{
|
|
return new PlayerLoopSystem
|
|
{
|
|
type = typeof(NetworkPostLateUpdate),
|
|
updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PostLateUpdate)
|
|
};
|
|
}
|
|
}
|
|
|
|
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
|
private static void Initialize()
|
|
{
|
|
UnregisterLoopSystems();
|
|
RegisterLoopSystems();
|
|
}
|
|
|
|
private enum LoopSystemPosition
|
|
{
|
|
After,
|
|
Before
|
|
}
|
|
|
|
private static bool TryAddLoopSystem(ref PlayerLoopSystem parentLoopSystem, PlayerLoopSystem childLoopSystem, Type anchorSystemType, LoopSystemPosition loopSystemPosition)
|
|
{
|
|
int systemPosition = -1;
|
|
if (anchorSystemType != null)
|
|
{
|
|
for (int i = 0; i < parentLoopSystem.subSystemList.Length; i++)
|
|
{
|
|
var subsystem = parentLoopSystem.subSystemList[i];
|
|
if (subsystem.type == anchorSystemType)
|
|
{
|
|
systemPosition = loopSystemPosition == LoopSystemPosition.After ? i + 1 : i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
systemPosition = loopSystemPosition == LoopSystemPosition.After ? parentLoopSystem.subSystemList.Length : 0;
|
|
}
|
|
|
|
if (systemPosition == -1)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var newSubsystemList = new PlayerLoopSystem[parentLoopSystem.subSystemList.Length + 1];
|
|
|
|
// begin = systemsBefore + systemsAfter
|
|
// + systemsBefore
|
|
if (systemPosition > 0)
|
|
{
|
|
Array.Copy(parentLoopSystem.subSystemList, newSubsystemList, systemPosition);
|
|
}
|
|
// + childSystem
|
|
newSubsystemList[systemPosition] = childLoopSystem;
|
|
// + systemsAfter
|
|
if (systemPosition < parentLoopSystem.subSystemList.Length)
|
|
{
|
|
Array.Copy(parentLoopSystem.subSystemList, systemPosition, newSubsystemList, systemPosition + 1, parentLoopSystem.subSystemList.Length - systemPosition);
|
|
}
|
|
// end = systemsBefore + childSystem + systemsAfter
|
|
|
|
parentLoopSystem.subSystemList = newSubsystemList;
|
|
|
|
return true;
|
|
}
|
|
|
|
private static bool TryRemoveLoopSystem(ref PlayerLoopSystem parentLoopSystem, Type childSystemType)
|
|
{
|
|
int systemPosition = -1;
|
|
for (int i = 0; i < parentLoopSystem.subSystemList.Length; i++)
|
|
{
|
|
var subsystem = parentLoopSystem.subSystemList[i];
|
|
if (subsystem.type == childSystemType)
|
|
{
|
|
systemPosition = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (systemPosition == -1)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var newSubsystemList = new PlayerLoopSystem[parentLoopSystem.subSystemList.Length - 1];
|
|
|
|
// begin = systemsBefore + childSystem + systemsAfter
|
|
// + systemsBefore
|
|
if (systemPosition > 0)
|
|
{
|
|
Array.Copy(parentLoopSystem.subSystemList, newSubsystemList, systemPosition);
|
|
}
|
|
// + systemsAfter
|
|
if (systemPosition < parentLoopSystem.subSystemList.Length - 1)
|
|
{
|
|
Array.Copy(parentLoopSystem.subSystemList, systemPosition + 1, newSubsystemList, systemPosition, parentLoopSystem.subSystemList.Length - systemPosition - 1);
|
|
}
|
|
// end = systemsBefore + systemsAfter
|
|
|
|
parentLoopSystem.subSystemList = newSubsystemList;
|
|
|
|
return true;
|
|
}
|
|
|
|
internal static void RegisterLoopSystems()
|
|
{
|
|
var rootPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
|
|
|
|
for (int i = 0; i < rootPlayerLoop.subSystemList.Length; i++)
|
|
{
|
|
ref var currentSystem = ref rootPlayerLoop.subSystemList[i];
|
|
|
|
if (currentSystem.type == typeof(Initialization))
|
|
{
|
|
TryAddLoopSystem(ref currentSystem, NetworkInitialization.CreateLoopSystem(), null, LoopSystemPosition.After);
|
|
}
|
|
else if (currentSystem.type == typeof(EarlyUpdate))
|
|
{
|
|
TryAddLoopSystem(ref currentSystem, NetworkEarlyUpdate.CreateLoopSystem(), typeof(EarlyUpdate.ScriptRunDelayedStartupFrame), LoopSystemPosition.Before);
|
|
}
|
|
else if (currentSystem.type == typeof(FixedUpdate))
|
|
{
|
|
TryAddLoopSystem(ref currentSystem, NetworkFixedUpdate.CreateLoopSystem(), typeof(FixedUpdate.ScriptRunBehaviourFixedUpdate), LoopSystemPosition.Before);
|
|
}
|
|
else if (currentSystem.type == typeof(PreUpdate))
|
|
{
|
|
TryAddLoopSystem(ref currentSystem, NetworkPreUpdate.CreateLoopSystem(), typeof(PreUpdate.PhysicsUpdate), LoopSystemPosition.Before);
|
|
}
|
|
else if (currentSystem.type == typeof(Update))
|
|
{
|
|
TryAddLoopSystem(ref currentSystem, NetworkUpdate.CreateLoopSystem(), typeof(Update.ScriptRunBehaviourUpdate), LoopSystemPosition.Before);
|
|
}
|
|
else if (currentSystem.type == typeof(PreLateUpdate))
|
|
{
|
|
TryAddLoopSystem(ref currentSystem, NetworkPreLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.Before);
|
|
TryAddLoopSystem(ref currentSystem, NetworkPostScriptLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.After);
|
|
}
|
|
else if (currentSystem.type == typeof(PostLateUpdate))
|
|
{
|
|
TryAddLoopSystem(ref currentSystem, NetworkPostLateUpdate.CreateLoopSystem(), typeof(PostLateUpdate.PlayerSendFrameComplete), LoopSystemPosition.After);
|
|
}
|
|
}
|
|
|
|
PlayerLoop.SetPlayerLoop(rootPlayerLoop);
|
|
}
|
|
|
|
internal static void UnregisterLoopSystems()
|
|
{
|
|
var rootPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
|
|
|
|
for (int i = 0; i < rootPlayerLoop.subSystemList.Length; i++)
|
|
{
|
|
ref var currentSystem = ref rootPlayerLoop.subSystemList[i];
|
|
|
|
if (currentSystem.type == typeof(Initialization))
|
|
{
|
|
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkInitialization));
|
|
}
|
|
else if (currentSystem.type == typeof(EarlyUpdate))
|
|
{
|
|
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkEarlyUpdate));
|
|
}
|
|
else if (currentSystem.type == typeof(FixedUpdate))
|
|
{
|
|
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkFixedUpdate));
|
|
}
|
|
else if (currentSystem.type == typeof(PreUpdate))
|
|
{
|
|
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPreUpdate));
|
|
}
|
|
else if (currentSystem.type == typeof(Update))
|
|
{
|
|
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkUpdate));
|
|
}
|
|
else if (currentSystem.type == typeof(PreLateUpdate))
|
|
{
|
|
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPreLateUpdate));
|
|
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPostScriptLateUpdate));
|
|
}
|
|
else if (currentSystem.type == typeof(PostLateUpdate))
|
|
{
|
|
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPostLateUpdate));
|
|
}
|
|
}
|
|
|
|
PlayerLoop.SetPlayerLoop(rootPlayerLoop);
|
|
}
|
|
}
|
|
}
|