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@ -231,10 +231,6 @@ protected virtual void SmoothFollowPhysicsCopy()
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// smoothly interpolate to the target position.
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// speed relative to how far away we are
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float positionStep = distance * positionInterpolationSpeed;
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// speed relative to how far away we are.
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// => speed increases by distance² because the further away, the
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// sooner we need to catch the fuck up
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// float positionStep = (distance * distance) * interpolationSpeed;
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transform.position = Vector3.MoveTowards(transform.position, physicsCopyRigidbody.position, positionStep * Time.deltaTime);
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// smoothly interpolate to the target rotation.
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