diff --git a/Assets/Mirror/Components/PredictedRigidbody/PredictedRigidbody.cs b/Assets/Mirror/Components/PredictedRigidbody/PredictedRigidbody.cs index 44993262c..fe5571be7 100644 --- a/Assets/Mirror/Components/PredictedRigidbody/PredictedRigidbody.cs +++ b/Assets/Mirror/Components/PredictedRigidbody/PredictedRigidbody.cs @@ -231,10 +231,6 @@ protected virtual void SmoothFollowPhysicsCopy() // smoothly interpolate to the target position. // speed relative to how far away we are float positionStep = distance * positionInterpolationSpeed; - // speed relative to how far away we are. - // => speed increases by distance² because the further away, the - // sooner we need to catch the fuck up - // float positionStep = (distance * distance) * interpolationSpeed; transform.position = Vector3.MoveTowards(transform.position, physicsCopyRigidbody.position, positionStep * Time.deltaTime); // smoothly interpolate to the target rotation.