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kinematic blending
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04016bdab4
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@ -225,6 +225,10 @@ protected void BeginPredicting()
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Quaternion predictionEndRotation = Quaternion.identity;
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Quaternion predictionEndRotation = Quaternion.identity;
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protected void BeginBlending()
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protected void BeginBlending()
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{
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{
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// blending interpolates from prediction to expected transform sync.
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// this can be done entirely in memory, without physics.
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predictedRigidbody.isKinematic = true;
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state = ForecastState.BLENDING;
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state = ForecastState.BLENDING;
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// if (debugColors) rend.material.color = blendingAheadColor; set in update depending on ahead/behind
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// if (debugColors) rend.material.color = blendingAheadColor; set in update depending on ahead/behind
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@ -248,7 +252,6 @@ protected void BeginBlending()
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protected void BeginFollowing()
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protected void BeginFollowing()
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{
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{
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predictedRigidbody.isKinematic = true; // full transform sync
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state = ForecastState.FOLLOWING;
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state = ForecastState.FOLLOWING;
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if (debugColors) rend.material.color = originalColor;
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if (debugColors) rend.material.color = originalColor;
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// reset the collision chain depth so it starts at 0 again next time
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// reset the collision chain depth so it starts at 0 again next time
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