ControlOptions
What control and tryControl take beside the controller and the
entity.
Properties
Section titled “Properties”| Property | Type | Description |
|---|---|---|
context? |
InputContextHandle |
The input context live on her page while she controls it: where two live contexts’ inputs share a key, the higher priority takes it. Left out, it names none. |
from? |
Entity | null |
The controller the caller expects the entity to have now, null for none: the call is refused with ControlRefusal.ControlledByOther where another holds it, or claimed it earlier this tick, so two claims on one seat in one tick get one winner. Left out, the control takes the entity from whoever holds it. |
poseTolerance? |
Partial<PoseTolerance> |
How far her page’s pose of the entity may differ from the room’s before it corrects her, where she predicts it: each part left out takes defaultPoseTolerance’s. Raise it for a fast body whose last digits differ by more, such as a kart at 30 m/s. |
simulation |
Simulation |
How the entity is simulated while she controls it. Required: a kart left a round trip late by a forgotten option is a bug no player should find. |
smoothing? |
Partial<CorrectionSmoothing> |
How her page draws a correction of the entity, where she predicts it: each part left out takes defaultCorrectionSmoothing’s. |
viewTarget? |
boolean |
Makes the entity her view target as the tick ends, the one her camera follows, as setViewTarget does: the last of the two in a tick wins. A room controller has none. |
visibility? |
ControlVisibility |
Which pages learn who controls it: every page, as left out, or the controller’s alone, ControlVisibility.Controller, so a disguised player’s prop reads as no one’s on every other page. |