diff --git a/Runtime/Components/AnticipatedNetworkTransform.cs b/Runtime/Components/AnticipatedNetworkTransform.cs index 21d3c05..d490422 100644 --- a/Runtime/Components/AnticipatedNetworkTransform.cs +++ b/Runtime/Components/AnticipatedNetworkTransform.cs @@ -483,13 +483,6 @@ namespace Unity.Netcode.Components m_AnticipatedTransform = from; m_PreviousAnticipatedTransform = m_AnticipatedTransform; - if (!CanCommitToTransform) - { - transform_.position = from.Position; - transform_.rotation = from.Rotation; - transform_.localScale = from.Scale; - } - m_SmoothFrom = from; m_SmoothTo = to; m_SmoothDuration = durationSeconds; @@ -521,8 +514,6 @@ namespace Unity.Netcode.Components // mark this transform for reanticipation var transform_ = transform; - var previousAnticipatedTransform = m_AnticipatedTransform; - // Update authority state to catch any possible interpolation data m_AuthoritativeTransform.Position = transform_.position; m_AuthoritativeTransform.Rotation = transform_.rotation; @@ -531,18 +522,12 @@ namespace Unity.Netcode.Components if (!m_OutstandingAuthorityChange) { // Keep the anticipated value unchanged, we have no updates from the server at all. - transform_.position = previousAnticipatedTransform.Position; - transform_.localScale = previousAnticipatedTransform.Scale; - transform_.rotation = previousAnticipatedTransform.Rotation; return; } if (StaleDataHandling == StaleDataHandling.Ignore && m_LastAnticipaionCounter > m_LastAuthorityUpdateCounter) { // Keep the anticipated value unchanged because it is more recent than the authoritative one. - transform_.position = previousAnticipatedTransform.Position; - transform_.localScale = previousAnticipatedTransform.Scale; - transform_.rotation = previousAnticipatedTransform.Rotation; return; }