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Fix to NetworkedTransform
- use unscaledDeltaTime instead of time. This seems to have been broken in c308b74#diff-4940638accaf9c3627bff12a7fb2f80bL177
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MLAPI/MonoBehaviours/Prototyping/NetworkedTransform.cs

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Original file line numberDiff line numberDiff line change
@@ -177,7 +177,7 @@ private void Update()
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}
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float sendDelay = (IsServer || !EnableRange || !AssumeSyncedSends) ? (1f / FixedSendsPerSecond) : GetTimeForLerp(transform.position, NetworkingManager.Singleton.ConnectedClients[NetworkingManager.Singleton.LocalClientId].PlayerObject.transform.position);
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lerpT += Time.time / sendDelay;
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lerpT += Time.unscaledDeltaTime / sendDelay;
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if (ExtrapolatePosition && Time.time - lastRecieveTime < sendDelay * MaxSendsToExtrapolate)
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transform.position = Vector3.LerpUnclamped(lerpStartPos, lerpEndPos, lerpT);

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