* Turned off Simulated & Set Transform Interval to zero
* Set sync interval to zero
* Removed ballPrefab field
* Cached RigidBody & simplified FixedUpdate
* Cached RigidBody and Moved Start code to OnStartServer
* Scene file updated
* Updated Scene file again
* Moved comments and fixed typos
* Eliminated GetComponent in code
* Assigned Rigidbody2d in inspector of prefabs
* Remove hardcoded writers from weaver
* Remove hardcoded readers from weaver
* Remove unused stuff
* cleanups
* Cleanup some comments
* remove unused import
* Update Assets/Mirror/Editor/Weaver/Processors/ReaderWriterProcessor.cs
* Improve comments a bit
* small cleanups
* Remove redundant private keyword
* Remove unnecesary blank space
* Remove unused field
* Measure how long it takes to find the readers and writers
* Find all extension methods for readers and writers
* Get rid of debugging log
* Don't comment obvious stuff
* Don't swallow exception
* only scan static classes for extension methods
* Add unit test for custom readers and writers
* Update Assets/Mirror/Editor/Weaver/Weaver.cs
* Update Assets/Mirror/Runtime/NetworkWriterExt.cs
* Update ReaderWriterProcessor.cs
* Renamed to avoid abreviations
* Move the extensions inside the same .cs
* Update NetworkReader.cs
* Update NetworkWriter.cs
* adjust comments
* NetworkBehaviour.syncMode
* show in Editor
* feat: component based SyncToOwner, fixes#39
* rename to Observers
* rename writers and comments too
* SendToReady old signature version
* shorter syntax
* fix segment write length
* fix NullReferenceException for local player
* update comment
* support runtime syncMode changes
* add a test
* remove comments
* UL suffix to avoid cast
* UL suffix
* remove empty line
* OnSerializeAllSafely returns how many components were written. MirrorUpdate only sends to owner/observer if anything written.
* fix tests