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perf: PredictedRigidbody MoveTowardsCustom: only calculate distance factor once
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@ -364,15 +364,18 @@ static Vector3 MoveTowardsCustom(
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if (_sqrDistance == 0.0 || maxDistanceDelta >= 0.0 && _sqrDistance <= maxDistanceDelta * maxDistanceDelta)
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return target;
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float distFactor = maxDistanceDelta / _distance; // unlike Vector3.MoveTowards, we only calculate this once
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return new Vector3(
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current.x + (_delta.x / _distance) * maxDistanceDelta,
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current.y + (_delta.y / _distance) * maxDistanceDelta,
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current.z + (_delta.z / _distance) * maxDistanceDelta);
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// current.x + (_delta.x / _distance) * maxDistanceDelta,
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// current.y + (_delta.y / _distance) * maxDistanceDelta,
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// current.z + (_delta.z / _distance) * maxDistanceDelta);
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current.x + _delta.x * distFactor,
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current.y + _delta.y * distFactor,
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current.z + _delta.z * distFactor);
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}
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Vector3 newPosition = MoveTowardsCustom(currentPosition, physicsPosition, delta, sqrDistance, distance, positionStep * deltaTime);
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// smoothly interpolate to the target rotation.
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// Quaternion.RotateTowards doesn't seem to work at all, so let's use SLerp.
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// Quaternions always need to be normalized in order to be a valid rotation after operations
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