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fix: new interpolators delaying between stopping and starting (#3413)
This fixes the issue where a server authority instance would lag behind
when using the new interpolators. This was especially visible when the
moving body completely stopped, all state updates were processed, and
then shortly later it began to move again there would be a delay between
the 1st state update and the rest of the pending state updates.
This also fixes an issue where if the frame rate takes longer than the
tick frequency authority instances could invoke the same check for state
changes more than once in the same frame. This is not needed since
changes to the transform are frame driven and the check should only be
performed once per new tick(s).
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## Changelog
- Fixed: Issue where the authority instance of `NetworkTransform` could
check for state updates more than one time in a frame if the frame rate
is slower than the tick frequency.
- Fixed: Issue where the new interpolator types were blocking after the
first consumption of a sequence of buffered state updates.
## Testing and Documentation
- Includes the integration test: `InterpolationStopAndStartMotionTest`.
- No documentation changes or additions were necessary.
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API:
### Deprecated API
- [ ] An `[Obsolete]` attribute was added along with a `(RemovedAfter
yyyy-mm-dd)` entry.
- [ ] An [api updater] was added.
- [ ] Deprecation of the API is explained in the CHANGELOG.
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## Backport
No backport is needed for this update since it pertains to 2.x only
features.
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -13,6 +13,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue where the authority instance of NetworkTransform could check for state updates more than one time in a frame if the frame rate is greater than the tick frequency. (#3413)
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- Fixed issue where the new interpolator types were blocking after the first consumption of a sequence of buffered state updates. (#3413)
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- Fixed issue where root level in-scene placed `NetworkObject`s would only allow the ownership permission to be no less than distributable or sessionowner. (#3407)
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