Game based on Happy Wars
- C# 94.2%
- Wolfram Language 5.8%
| Filename | Latest commit message | Latest commit date |
|---|---|---|
Projectile does its own per-frame SphereCast rather than relying on Rigidbody collision, but with AutoSyncTransforms disabled, moving a transform via script -- exactly how NetworkTransform interpolates remote players/bots every frame -- doesn't immediately update that collider's position in the physics engine. A client's own SphereCast could then check a moving target's stale position, worse for whatever had moved most recently that frame. Enabling it costs a bit of physics-step overhead but makes collider position and the position you can actually see agree. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> |
||
| Assets | ||
| Docs | ||
| Packages | ||
| ProjectSettings | ||
| .gitattributes | ||
| .gitignore | ||