Game based on Happy Wars
  • C# 94.2%
  • Wolfram Language 5.8%
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Filename Latest commit message Latest commit date
Sam Anson fb4f06475c Enable Physics.autoSyncTransforms for consistent projectile hits
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>
2026-09-16 22:03:13 +01:00
Assets Give players a health bar, but not over their own head 2026-09-16 22:03:04 +01:00
Docs Add the animator/character files a previous commit missed 2026-09-16 17:55:49 +01:00
Packages Animation and model work 2026-09-16 17:33:14 +01:00
ProjectSettings Enable Physics.autoSyncTransforms for consistent projectile hits 2026-09-16 22:03:13 +01:00
.gitattributes Initial commit: Tiny Siege — Unity 6000.6.0f1 URP 3D project 2026-09-10 21:32:08 +01:00
.gitignore Add the animator/character files a previous commit missed 2026-09-16 17:55:49 +01:00