Mirror intergrated, WIP on Client Prediction v1
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using UnityEngine;
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namespace Mirror.Examples.AdditiveLevels
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{
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public class PhysicsSimulator : MonoBehaviour
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{
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PhysicsScene physicsScene;
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PhysicsScene2D physicsScene2D;
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bool simulatePhysicsScene;
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bool simulatePhysicsScene2D;
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void Awake()
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{
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if (NetworkServer.active)
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{
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physicsScene = gameObject.scene.GetPhysicsScene();
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simulatePhysicsScene = physicsScene.IsValid() && physicsScene != Physics.defaultPhysicsScene;
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physicsScene2D = gameObject.scene.GetPhysicsScene2D();
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simulatePhysicsScene2D = physicsScene2D.IsValid() && physicsScene2D != Physics2D.defaultPhysicsScene;
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}
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else
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{
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enabled = false;
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}
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}
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void FixedUpdate()
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{
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if (!NetworkServer.active) return;
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if (simulatePhysicsScene)
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physicsScene.Simulate(Time.fixedDeltaTime);
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if (simulatePhysicsScene2D)
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physicsScene2D.Simulate(Time.fixedDeltaTime);
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}
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}
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}
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