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

control

control(authority, controller, entity, options): void

Makes controller, a player or a room controller, control entity from the next tick: the entity reads its input, and her page predicts it where simulation is Simulation.Predicted. A control of an entity another controls hands it over in one change. Checked and reserved at once, so a later call in the same tick reads it, and committed as the tick ends, so every system in a tick reads one controller per entity. Takes the room’s step, requireAuthority, or a join hook’s step for her and what her join spawned. A refusal throws in development and is logged in a deployed room, which changes nothing: tryControl returns it instead. As Unreal’s Possess on the server, and Photon Fusion’s AssignInputAuthority.

Parameter Type
authority EntityAuthority
controller Entity
entity Entity
options ControlOptions

void