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update
Removing commented out code. NetworkTransform using the realtime provider time system to be more compatible with the integration test time travel system.
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-4
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com.unity.netcode.gameobjects/Runtime/Components/Interpolator/BufferedLinearInterpolator.cs

Lines changed: 0 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -439,9 +439,6 @@ internal T Update(float deltaTime, double tickLatencyAsTime, double minDeltaTime
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// SmoothDampen or LerpExtrapolateBlend
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if (!isLerpAndExtrapolate)
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{
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//InterpolateState.PreviousValue = SmoothDamp(InterpolateState.PreviousValue, InterpolateState.Target.Value.Item, ref m_RateOfChange, (float)InterpolateState.TimeToTargetValue, (float)InterpolateState.DeltaTime);
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//var predictedTime = InterpolateState.PredictingNext ? InterpolateState.DeltaTime : Math.Min(InterpolateState.TimeToTargetValue, InterpolateState.DeltaTime + InterpolateState.AverageDeltaTime);
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//InterpolateState.PredictValue = SmoothDamp(InterpolateState.PredictValue, InterpolateState.PredictTarget, ref m_PredictedRateOfChange, (float)InterpolateState.TimeToTargetValue, (float)predictedTime);
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InterpolateState.PreviousValue = SmoothDamp(InterpolateState.PreviousValue, InterpolateState.Target.Value.Item, ref m_RateOfChange, (float)InterpolateState.TimeToTargetValue, (float)InterpolateState.DeltaTime);
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var predictedTime = InterpolateState.PredictingNext ? InterpolateState.DeltaTime : Math.Min(InterpolateState.TimeToTargetValue, InterpolateState.DeltaTime + InterpolateState.AverageDeltaTime);
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InterpolateState.PredictValue = SmoothDamp(InterpolateState.PredictValue, InterpolateState.Target.Value.Item, ref m_PredictedRateOfChange, (float)InterpolateState.TimeToTargetValue, (float)predictedTime);

com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -3925,7 +3925,7 @@ private void UpdateInterpolation()
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var timeSystem = m_CachedNetworkManager.ServerTime;
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var currentTime = timeSystem.Time;
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#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
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var cachedDeltaTime = m_UseRigidbodyForMotion ? Time.fixedDeltaTime : Time.deltaTime;
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var cachedDeltaTime = m_UseRigidbodyForMotion ? m_CachedNetworkManager.RealTimeProvider.FixedDeltaTime : m_CachedNetworkManager.RealTimeProvider.DeltaTime;
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#else
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var cachedDeltaTime = Time.deltaTime;
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#endif

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