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remove unused
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@ -53,17 +53,6 @@ enum ForecastState
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public int maxCollisionChainingDepth = 2; // A->B->C is enough!
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int remainingCollisionChainDepth;
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// motion smoothing happen on-demand, because it requires moving physics components to another GameObject.
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// this only starts at a given velocity and ends when stopped moving.
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// to avoid constant on/off/on effects, it also stays on for a minimum time.
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[Header("Sleeping")]
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[Tooltip("Low send rate until velocity is above this threshold.")]
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public float velocitySensitivity = 0.1f;
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float velocitySensitivitySqr; // ² cached in Awake
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[Tooltip("Low send rate until angular velocity is above this threshold.")]
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public float angularVelocitySensitivity = 5.0f; // Billiards demo: 0.1 is way too small, takes forever for IsMoving()==false
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float angularVelocitySensitivitySqr; // ² cached in Awake
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[Header("Debugging")]
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public bool debugColors = false;
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Color originalColor = Color.white;
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@ -94,10 +83,6 @@ protected override void Awake()
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// TODO instead of only sync on change, we need only sync every 500ms if idle
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onlySyncOnChange = false;
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// cache computations
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velocitySensitivitySqr = velocitySensitivity * velocitySensitivity;
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angularVelocitySensitivitySqr = angularVelocitySensitivity * angularVelocitySensitivity;
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// save renderer color
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// note if objects share a material, accessing ".material" will
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// instantiate one which can be a massive performance overhead.
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