diff --git a/Assets/Mirror/Components/ForecastRigidbody/ForecastRigidbody.cs b/Assets/Mirror/Components/ForecastRigidbody/ForecastRigidbody.cs index 1fda471ff..1d2fcb344 100644 --- a/Assets/Mirror/Components/ForecastRigidbody/ForecastRigidbody.cs +++ b/Assets/Mirror/Components/ForecastRigidbody/ForecastRigidbody.cs @@ -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.