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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs
+7-7Lines changed: 7 additions & 7 deletions
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@@ -852,7 +852,7 @@ public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReade
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if(HasScaleChange)
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{
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// If we are teleporting (which includes synchronizing) and the associated NetworkObject has a parent
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// then we want to serialize the LossyScale since NetworkObject spawn order is not guaranteed
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// then we want to serialize the LossyScale since NetworkObject spawn order is not guaranteed
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if(IsTeleportingNextFrame&&IsParented)
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{
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serializer.SerializeValue(refLossyScale);
@@ -1014,7 +1014,7 @@ public enum InterpolationTypes
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/// Uses a 1 to 2 phase smooth dampening approach where:<br />
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/// <list type="bullet">
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/// <item><description>The first phase smooth dampens towards the current tick state update being processed by the accumulated delta time relative to the time to target.</description></item>
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/// <item><description>The second phase (optional) performs lerp smoothing where the current respective transform value is lerped towards the result of the third phase at a rate of delta time divided by the respective max interpolation time.</description></item>
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/// <item><description>The second phase (optional) performs lerp smoothing where the current respective transform value is lerped towards the result of the first phase at a rate of delta time divided by the respective max interpolation time.</description></item>
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