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perf: PredictedRigidbody FixedUpdate caches sqr computations
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@ -62,6 +62,7 @@ public class PredictedRigidbody : NetworkBehaviour
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[Header("Reconciliation")]
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[Tooltip("Correction threshold in meters. For example, 0.1 means that if the client is off by more than 10cm, it gets corrected.")]
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public double positionCorrectionThreshold = 0.10;
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double positionCorrectionThresholdSqr; // ² cached in Awake
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[Tooltip("Correction threshold in degrees. For example, 5 means that if the client is off by more than 5 degrees, it gets corrected.")]
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public double rotationCorrectionThreshold = 5;
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@ -133,6 +134,7 @@ void Awake()
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// cache ² computations
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motionSmoothingVelocityThresholdSqr = motionSmoothingVelocityThreshold * motionSmoothingVelocityThreshold;
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motionSmoothingAngularVelocityThresholdSqr = motionSmoothingAngularVelocityThreshold * motionSmoothingAngularVelocityThreshold;
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positionCorrectionThresholdSqr = positionCorrectionThreshold * positionCorrectionThreshold;
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}
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protected virtual void CopyRenderersAsGhost(GameObject destination, Material material)
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@ -449,7 +451,11 @@ void FixedUpdate()
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{
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// TODO maybe don't reuse the correction thresholds?
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tf.GetPositionAndRotation(out Vector3 position, out Quaternion rotation);
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if (Vector3.Distance(lastRecorded.position, position) < positionCorrectionThreshold &&
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// clean & simple:
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// if (Vector3.Distance(lastRecorded.position, position) < positionCorrectionThreshold &&
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// Quaternion.Angle(lastRecorded.rotation, rotation) < rotationCorrectionThreshold)
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// faster:
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if ((lastRecorded.position - position).sqrMagnitude < positionCorrectionThresholdSqr &&
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Quaternion.Angle(lastRecorded.rotation, rotation) < rotationCorrectionThreshold)
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{
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// Debug.Log($"FixedUpdate for {name}: taking optimized early return instead of recording state.");
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