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fix: Tank Prefabs and Controllers restore compressRotation
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7587423401
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@ -150,7 +150,7 @@ MonoBehaviour:
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syncRotation: 1
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syncScale: 0
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onlySyncOnChange: 1
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compressRotation: 0
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compressRotation: 1
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interpolatePosition: 1
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interpolateRotation: 1
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interpolateScale: 1
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@ -184,7 +184,7 @@ MonoBehaviour:
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syncRotation: 1
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syncScale: 0
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onlySyncOnChange: 1
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compressRotation: 0
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compressRotation: 1
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interpolatePosition: 1
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interpolateRotation: 1
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interpolateScale: 1
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@ -218,7 +218,7 @@ MonoBehaviour:
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syncRotation: 1
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syncScale: 0
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onlySyncOnChange: 1
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compressRotation: 0
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compressRotation: 1
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interpolatePosition: 1
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interpolateRotation: 1
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interpolateScale: 1
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@ -289,7 +289,7 @@ MonoBehaviour:
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syncDirection: 0
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syncMode: 0
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syncInterval: 0
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TurretUIPrefab: {fileID: 644766297742565710, guid: 4d16730f7a8ba0a419530d1156d25080, type: 3}
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turretUIPrefab: {fileID: 644766297742565710, guid: 4d16730f7a8ba0a419530d1156d25080, type: 3}
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projectilePrefab: {fileID: 5890560936853567077, guid: aec853915cd4f4477ba1532b5fe05488, type: 3}
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animator: {fileID: 702109291319152264}
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turretNTR: {fileID: 8662002890669114756}
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@ -396,6 +396,8 @@ MeshRenderer:
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m_ReflectionProbeUsage: 1
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m_RayTracingMode: 2
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m_RayTraceProcedural: 0
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m_RayTracingAccelStructBuildFlagsOverride: 0
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m_RayTracingAccelStructBuildFlags: 1
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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@ -648,6 +648,10 @@ PrefabInstance:
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propertyPath: sceneId
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value: 2401096628
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objectReference: {fileID: 0}
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- target: {fileID: 160176459, guid: d502982feecd043d8bfc6a5c64cd09f9, type: 3}
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propertyPath: serverOnly
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 275309355690048611, guid: d502982feecd043d8bfc6a5c64cd09f9, type: 3}
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propertyPath: m_IsActive
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value: 0
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@ -1032,6 +1036,10 @@ PrefabInstance:
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propertyPath: sceneId
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value: 2890115873
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objectReference: {fileID: 0}
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- target: {fileID: 160176459, guid: d502982feecd043d8bfc6a5c64cd09f9, type: 3}
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propertyPath: serverOnly
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value: 0
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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@ -153,7 +153,7 @@ MonoBehaviour:
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syncRotation: 1
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syncScale: 0
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onlySyncOnChange: 1
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compressRotation: 0
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compressRotation: 1
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interpolatePosition: 1
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interpolateRotation: 1
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interpolateScale: 1
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@ -187,7 +187,7 @@ MonoBehaviour:
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syncRotation: 1
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syncScale: 0
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onlySyncOnChange: 1
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compressRotation: 0
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compressRotation: 1
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interpolatePosition: 1
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interpolateRotation: 1
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interpolateScale: 1
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@ -221,7 +221,7 @@ MonoBehaviour:
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syncRotation: 1
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syncScale: 0
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onlySyncOnChange: 1
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compressRotation: 0
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compressRotation: 1
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interpolatePosition: 1
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interpolateRotation: 1
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interpolateScale: 1
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@ -86,7 +86,6 @@ MonoBehaviour:
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showOverlay: 0
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overlayColor: {r: 0, g: 0, b: 0, a: 0.5}
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bufferResetMultiplier: 3
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changedDetection: 1
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positionSensitivity: 0.01
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rotationSensitivity: 0.01
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scaleSensitivity: 0.01
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@ -121,7 +120,6 @@ MonoBehaviour:
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showOverlay: 0
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overlayColor: {r: 0, g: 0, b: 0, a: 0.5}
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bufferResetMultiplier: 3
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changedDetection: 1
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positionSensitivity: 0.01
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rotationSensitivity: 0.01
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scaleSensitivity: 0.01
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@ -149,7 +149,7 @@ void Reset()
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GetComponent<Rigidbody>().isKinematic = true;
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tankNTR = GetComponent<NetworkTransformReliable>();
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tankNTR.compressRotation = false;
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tankNTR.compressRotation = true;
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#if UNITY_EDITOR
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// For convenience in the examples, we use the GUID of the TankControllerUI prefab
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@ -210,7 +210,7 @@ Transform FindDeepChild(Transform aParent, string aName)
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// Ensure SyncDirection is Client to Server
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turretNTR.syncDirection = SyncDirection.ClientToServer;
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turretNTR.syncPosition = false;
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turretNTR.compressRotation = false;
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turretNTR.compressRotation = true;
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// Set SyncPosition to false because we only want to sync rotation
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//turretNTR.syncPosition = false;
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@ -230,7 +230,7 @@ Transform FindDeepChild(Transform aParent, string aName)
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// Ensure SyncDirection is Client to Server
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barrelNTR.syncDirection = SyncDirection.ClientToServer;
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barrelNTR.syncPosition = false;
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barrelNTR.compressRotation = false;
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barrelNTR.compressRotation = true;
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// Set SyncPosition to false because we only want to sync rotation
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//barrelNTR.syncPosition = false;
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