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perf: PredictedRigidbody doesn't log "Separating Physics" anymore
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@ -166,7 +166,7 @@ protected virtual void CreateGhosts()
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// skip if host mode or already separated
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if (isServer || physicsCopy != null) return;
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Debug.Log($"Separating Physics for {name}");
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// Debug.Log($"Separating Physics for {name}"); // logging this allocates too much
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// create an empty GameObject with the same name + _Physical
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// it's important to copy world position/rotation/scale, not local!
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