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inlining
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@ -10,6 +10,7 @@
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// instead of real physics. It's not 100% correct - but it sure is fast!
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// instead of real physics. It's not 100% correct - but it sure is fast!
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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using UnityEngine;
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namespace Mirror
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namespace Mirror
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@ -372,6 +373,7 @@ void UpdateServer()
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}
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}
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// movement detection is virtual, in case projects want to use other methods.
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// movement detection is virtual, in case projects want to use other methods.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected virtual bool IsMoving() =>
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protected virtual bool IsMoving() =>
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// straight forward implementation
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// straight forward implementation
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// predictedRigidbody.velocity.magnitude >= motionSmoothingVelocityThreshold ||
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// predictedRigidbody.velocity.magnitude >= motionSmoothingVelocityThreshold ||
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