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fix desync
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@ -87,6 +87,13 @@ protected override void Awake()
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// make sure predicted physics look smooth
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predictedRigidbody.interpolation = RigidbodyInterpolation.Interpolate;
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// hard disable only-sync-on-change for now.
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// causes issues where clients objects may be too far off from server pos.
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// and then addforce puts them even further off and they get out of sync forever.
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// because addforce on server thinks the object is elsewhere.
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// TODO instead of only sync on change, we need only sync every 500ms if idle
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onlySyncOnChange = false;
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// cache computations
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velocitySensitivitySqr = velocitySensitivity * velocitySensitivity;
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angularVelocitySensitivitySqr = angularVelocitySensitivity * angularVelocitySensitivity;
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