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server->client half as deltas
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60106c6e06
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@ -381,7 +381,10 @@ void RpcServerToClientDelta_PositionRotation(byte baselineTick, Half x, Half y,
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if (IsClientWithAuthority) return;
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// Half: +-65k with 0.0001 precision is enough for deltas
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Vector3 position = new Vector3((float)x, (float)y, (float)z);
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Vector3 positionDelta = new Vector3((float)x, (float)y, (float)z);
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// reconstruct full position from delta + baseline
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Vector3 position = lastDeserializedBaselinePosition + positionDelta;
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OnServerToClientDeltaSync(baselineTick, position, rotation);//, scale);
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}
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@ -395,7 +398,10 @@ void RpcServerToClientDelta_Position(byte baselineTick, Half x, Half y, Half z)
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if (IsClientWithAuthority) return;
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// Half: +-65k with 0.0001 precision is enough for deltas
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Vector3 position = new Vector3((float)x, (float)y, (float)z);
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Vector3 positionDelta = new Vector3((float)x, (float)y, (float)z);
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// reconstruct full position from delta + baseline
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Vector3 position = lastDeserializedBaselinePosition + positionDelta;
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OnServerToClientDeltaSync(baselineTick, position, Quaternion.identity);//, scale);
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}
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@ -582,11 +588,15 @@ void UpdateServerDelta(double localTime)
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// TransformSnapshot snapshot = ConstructSnapshot();
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target.GetLocalPositionAndRotation(out Vector3 position, out Quaternion rotation);
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// send the delta since last baseline, not the full position.
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// TODO rotation delta too?
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Vector3 positionDelta = position - lastSerializedBaselinePosition;
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// Half: +-65k with 0.0001 precision is enough for deltas.
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// and this cuts position sync bandwidth in half.
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Half x = (Half)position.x;
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Half y = (Half)position.y;
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Half z = (Half)position.z;
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Half x = (Half)positionDelta.x;
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Half y = (Half)positionDelta.y;
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Half z = (Half)positionDelta.z;
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// save bandwidth by only transmitting what is needed.
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// -> ArraySegment with random data is slower since byte[] copying
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