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perf: PredictedRigidbody RecordState only grabs count once
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@ -508,9 +508,10 @@ void RecordState()
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Vector3 velocityDelta = Vector3.zero;
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Vector3 angularVelocityDelta = Vector3.zero;
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Quaternion rotationDelta = Quaternion.identity;
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if (stateHistory.Count > 0)
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int stateHistoryCount = stateHistory.Count; // perf: only grab .Count once
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if (stateHistoryCount > 0)
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{
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RigidbodyState last = stateHistory.Values[stateHistory.Count - 1];
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RigidbodyState last = stateHistory.Values[stateHistoryCount - 1];
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positionDelta = currentPosition - last.position;
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velocityDelta = currentVelocity - last.velocity;
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// Quaternions always need to be normalized in order to be valid rotations after operations
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