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perf(PredictedRigidbody): OnSerialize faster
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@ -637,10 +637,14 @@ public override void OnSerialize(NetworkWriter writer, bool initialState)
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// server is technically supposed to be at a fixed frame rate, but this can vary.
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// sending server's current deltaTime is the safest option.
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// client then applies it on top of remoteTimestamp.
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// FAST VERSION: this shows in profiler a lot, so cache EVERYTHING!
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tf.GetPositionAndRotation(out Vector3 position, out Quaternion rotation); // faster than tf.position + tf.rotation. server's rigidbody is on the same transform.
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writer.WriteFloat(Time.deltaTime);
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writer.WriteVector3(rb.position); // own rigidbody on server, it's never moved to physics copy
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writer.WriteQuaternion(rb.rotation); // own rigidbody on server, it's never moved to physics copy
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writer.WriteVector3(rb.velocity); // own rigidbody on server, it's never moved to physics copy
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writer.WriteVector3(position);
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writer.WriteQuaternion(rotation);
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writer.WriteVector3(rb.velocity); // own rigidbody on server, it's never moved to physics copy
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}
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// read the server's state, compare with client state & correct if necessary.
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