Whether or not this object
Despawns the component from the room it belongs in.
Get a certain component from the object.
The component class to get.
Move to a position (lerps towards).
The velocity to display moving at.
Instantly snap to a position without lerping.
The position to snap to.
Instantly snap to a position without lerping.
The X position to snap to.
The Y position to snap to.
Spawn this component if does not exist in the room it belongs in.
The dirty state of this component.
Flags for this object, see SpawnFlag.
The net ID of this component.
The previous sequence ID.
The ID of the owner of this component.
The player that this component belongs to.
The current position of the player.
The room that this component belongs to.
The current sequence ID.
The type of object that this component belongs to.
The velocity of the player.
Generated using TypeDoc
Represents player component for networking movement.
See CustomNetworkTransformEvents for events to listen to.