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Billiards: use FAST mode
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@ -165,6 +165,7 @@ MonoBehaviour:
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syncMode: 0
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syncInterval: 0
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predictedRigidbody: {fileID: -177125271246800426}
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mode: 1
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motionSmoothingVelocityThreshold: 0.1
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motionSmoothingAngularVelocityThreshold: 5
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motionSmoothingTimeTolerance: 0.5
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@ -175,7 +176,6 @@ MonoBehaviour:
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positionCorrectionThreshold: 0.1
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rotationCorrectionThreshold: 5
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oneFrameAhead: 1
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correctionMode: 1
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snapThreshold: 2
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showGhost: 1
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ghostVelocityThreshold: 0.1
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@ -186,4 +186,3 @@ MonoBehaviour:
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rotationInterpolationSpeed: 10
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teleportDistanceMultiplier: 10
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reduceSendsWhileIdle: 1
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lineTime: 10
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@ -282,6 +282,7 @@ MonoBehaviour:
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syncMode: 0
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syncInterval: 0
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dragIndicator: {fileID: 982362982}
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dragTolerance: 1
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rigidBody: {fileID: 1848203816128897140}
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forceMultiplier: 2
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maxForce: 40
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@ -301,6 +302,7 @@ MonoBehaviour:
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syncMode: 0
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syncInterval: 0
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predictedRigidbody: {fileID: 1848203816128897140}
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mode: 1
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motionSmoothingVelocityThreshold: 0.1
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motionSmoothingAngularVelocityThreshold: 5
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motionSmoothingTimeTolerance: 0.5
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@ -311,7 +313,6 @@ MonoBehaviour:
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positionCorrectionThreshold: 0.1
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rotationCorrectionThreshold: 5
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oneFrameAhead: 1
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correctionMode: 1
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snapThreshold: 2
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showGhost: 1
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ghostVelocityThreshold: 0.1
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@ -322,4 +323,3 @@ MonoBehaviour:
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rotationInterpolationSpeed: 10
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teleportDistanceMultiplier: 10
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reduceSendsWhileIdle: 1
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lineTime: 10
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@ -11,11 +11,8 @@ If you are advanced, this demo shows how to use Mirror's prediction features for
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Billiards is a great example to try our Prediction algorithm, it works extremely well here!
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The only part we don't love yet is this:
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- each ball has a PredictedRigidbody component and Rigidbody+Collider
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- while predicting, PredictedRigibody sometimes moves the Rigidbody+Collider onto a temporary ghost object
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- this works well, the only downside is that OnTriggerEnter etc. won't work on the main object while there's no collider.
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=> we are looking to make this part easier in the future
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=> We use 'Fast' Prediction mode for Billiards because we want to see exact collisions with balls/walls.
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=> 'Smooth' mode would look too soft, with balls changing direction even before touching other balls/walls.
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Notes:
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- Red/White ball Rigidbody CollisionMode needs to be ContinousDynamic to avoid white flying through red sometimes.
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