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fix(PredictedRigidbody): reduce-send-rate considers angular velocity now too!
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@ -309,8 +309,7 @@ void UpdateServer()
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// next round of optimizations: if client received nothing for 1s,
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// force correct to last received state. then server doesn't need
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// to send once per second anymore.
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bool moving = predictedRigidbody.velocity != Vector3.zero;
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syncInterval = moving ? 0 : 1;
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syncInterval = IsMoving() ? 0 : 1;
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}
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// always set dirty to always serialize in next sync interval.
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