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// Start with the index to skip which will be shifted to the highest two bits
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varcompressed=(uint)indexToSkip;
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// Step 1: Start with the first element
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varcurrentIndex=0;
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// Step 2: If we are on the index to skip preserve the current compressed value, otherwise proceed to step 3 and 4
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// Step 3: Get the sign of the element we are processing. If it is the not the same as the largest value's sign bit then we set the bit
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// Step 4: Get the compressed and encoded value by multiplying the absolute value of the current element by k_CompressionEcodingMask and round that result up
// Step 1: If we are on the index to skip, preserve the current compressed value, otherwise proceed to step 2 and 3
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// Step 2: Get the sign of the element we are processing. If it is not the same as the largest value's sign bit then we set the bit
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// Step 3: Get the compressed and encoded value by multiplying the absolute value of the current element by k_CompressionEncodingMask and round that result up
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/Runtime/Components/RigidbodyContactEventManager.cs
+2-2Lines changed: 2 additions & 2 deletions
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@@ -21,7 +21,7 @@ public struct ContactEventHandlerInfo
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/// </summary>
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publicboolProvideNonRigidBodyContactEvents;
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/// <summary>
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/// When set to true, the <see cref="RigidbodyContactEventManager"/> will prioritize invoking <see cref="IContactEventHandler.ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3)"/> <br /></br>
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/// When set to true, the <see cref="RigidbodyContactEventManager"/> will prioritize invoking <see cref="IContactEventHandler.ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3)"/> <br />
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/// if it is the 2nd colliding body in the contact pair being processed. With distributed authority, setting this value to true when a <see cref="NetworkObject"/> is owned by the local client <br />
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/// will assure <see cref="IContactEventHandler.ContactEvent(ulong, Vector3, Rigidbody, Vector3, bool, Vector3)"/> is only invoked on the authoritative side.
m_Log.Error(newContext(LogLevel.Error,$"Found more than one instance of {nameof(RigidbodyContactEventManager)}").AddTag("Invalid").AddTag("Multiple Instances").AddInfo("Instance 1",Instance.name).AddInfo("Instance 2",name));
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