remove unused

This commit is contained in:
mischa 2024-04-25 20:15:58 +08:00
parent fc2f2291c8
commit 4fd8023059

View File

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