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update
Left out the half precision adjustment in the server-side edge case for back-to-back changes.
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com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs

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@@ -4450,6 +4450,10 @@ internal void ParentingUpdate(NetworkObject parent, bool worldPositionStays)
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{
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m_InternalCurrentPosition = transform.localPosition;
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m_InternalCurrentRotation = transform.localRotation;
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if (UseHalfFloatPrecision)
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{
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m_HalfPositionState.UpdateFrom(ref m_InternalCurrentPosition, m_CachedNetworkManager.LocalTime.Tick);
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}
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}
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InLocalSpace = parent;
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m_OutboundMessage.SetParent(new NetworkObjectReference(parent), worldPositionStays);

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