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Work in progress. These docs describe Spawnite at launch, and some parts are still being built.

commitPose

commitPose(step, entity, options): void

Moves the step’s own entity to a pose the game computed, with no recovery, push out or slide, as a continuous move rather than a teleport: it draws no snap and counts no teleport, and the frame blends to it as it blends any move. What a game’s own movement policy commits its result through, a portal’s carry, a machine’s prescribed path or a blocking rule of its own computed with the queries, in place of the movers’ recovery and push out. The body is placed at once, and a later mover or query this tick meets it there. As Godot keeps move_and_collide beneath move_and_slide.

Parameter Type
step PredictedStep
entity PredictedEntity
options CommitPoseOptions

void

commitPose(step, entity, { position: through });

commitPose(step, entity, options): void

Moves the step’s own entity to a pose the game computed, with no recovery, push out or slide, as a continuous move rather than a teleport: it draws no snap and counts no teleport, and the frame blends to it as it blends any move. What a game’s own movement policy commits its result through, a portal’s carry, a machine’s prescribed path or a blocking rule of its own computed with the queries, in place of the movers’ recovery and push out. The body is placed at once, and a later mover or query this tick meets it there. As Godot keeps move_and_collide beneath move_and_slide.

Parameter Type
step AuthoritativeStep
entity Entity
options CommitPoseOptions

void

commitPose(step, entity, { position: through });