using System.Collections; using Unity.Netcode.Components; using NUnit.Framework; using UnityEngine; using UnityEngine.TestTools; using Unity.Netcode.TestHelpers.Runtime; namespace Unity.Netcode.RuntimeTests { public class NetworkTransformTestComponent : NetworkTransform { public bool ServerAuthority; public bool ReadyToReceivePositionUpdate = false; protected override bool OnIsServerAuthoritative() { return ServerAuthority; } public override void OnNetworkSpawn() { base.OnNetworkSpawn(); ReadyToReceivePositionUpdate = true; } public void CommitToTransform() { TryCommitTransformToServer(transform, NetworkManager.LocalTime.Time); } public (bool isDirty, bool isPositionDirty, bool isRotationDirty, bool isScaleDirty) ApplyState() { var transformState = ApplyLocalNetworkState(transform); return (transformState.IsDirty, transformState.HasPositionChange, transformState.HasRotAngleChange, transformState.HasScaleChange); } } [TestFixture(HostOrServer.Host, Authority.Server)] [TestFixture(HostOrServer.Host, Authority.Owner)] [TestFixture(HostOrServer.Server, Authority.Server)] [TestFixture(HostOrServer.Server, Authority.Owner)] public class NetworkTransformTests : NetcodeIntegrationTest { private NetworkObject m_AuthoritativePlayer; private NetworkObject m_NonAuthoritativePlayer; private NetworkTransformTestComponent m_AuthoritativeTransform; private NetworkTransformTestComponent m_NonAuthoritativeTransform; private NetworkTransformTestComponent m_OwnerTransform; private readonly Authority m_Authority; public enum Authority { Server, Owner } public enum Interpolation { DisableInterpolate, EnableInterpolate } /// /// Constructor /// /// Value is set by TestFixture /// Value is set by TestFixture public NetworkTransformTests(HostOrServer testWithHost, Authority authority) { m_UseHost = testWithHost == HostOrServer.Host ? true : false; m_Authority = authority; } protected override int NumberOfClients => 1; protected override void OnCreatePlayerPrefab() { var networkTransformTestComponent = m_PlayerPrefab.AddComponent(); networkTransformTestComponent.ServerAuthority = m_Authority == Authority.Server; } protected override void OnServerAndClientsCreated() { if (m_EnableVerboseDebug) { m_ServerNetworkManager.LogLevel = LogLevel.Developer; foreach (var clientNetworkManager in m_ClientNetworkManagers) { clientNetworkManager.LogLevel = LogLevel.Developer; } } } protected override IEnumerator OnServerAndClientsConnected() { // Get the client player representation on both the server and the client side var serverSideClientPlayer = m_ServerNetworkManager.ConnectedClients[m_ClientNetworkManagers[0].LocalClientId].PlayerObject; var clientSideClientPlayer = m_ClientNetworkManagers[0].LocalClient.PlayerObject; m_AuthoritativePlayer = m_Authority == Authority.Server ? serverSideClientPlayer : clientSideClientPlayer; m_NonAuthoritativePlayer = m_Authority == Authority.Server ? clientSideClientPlayer : serverSideClientPlayer; // Get the NetworkTransformTestComponent to make sure the client side is ready before starting test m_AuthoritativeTransform = m_AuthoritativePlayer.GetComponent(); m_NonAuthoritativeTransform = m_NonAuthoritativePlayer.GetComponent(); m_OwnerTransform = m_AuthoritativeTransform.IsOwner ? m_AuthoritativeTransform : m_NonAuthoritativeTransform; // Wait for the client-side to notify it is finished initializing and spawning. yield return WaitForConditionOrTimeOut(() => m_NonAuthoritativeTransform.ReadyToReceivePositionUpdate == true); AssertOnTimeout("Timed out waiting for client-side to notify it is ready!"); Assert.True(m_AuthoritativeTransform.CanCommitToTransform); Assert.False(m_NonAuthoritativeTransform.CanCommitToTransform); yield return base.OnServerAndClientsConnected(); } public enum TransformSpace { World, Local } public enum OverrideState { Update, CommitToTransform } /// /// Tests changing all axial values one at a time. /// These tests are performed: /// - While in local space and world space /// - While interpolation is enabled and disabled /// - Using the TryCommitTransformToServer "override" that can be used /// from a child derived or external class. /// [UnityTest] public IEnumerator TestAuthoritativeTransformChangeOneAtATime([Values] TransformSpace testLocalTransform, [Values] Interpolation interpolation, [Values] OverrideState overideState) { var overrideUpdate = overideState == OverrideState.CommitToTransform; m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; m_AuthoritativeTransform.InLocalSpace = testLocalTransform == TransformSpace.Local; // test position var authPlayerTransform = overrideUpdate ? m_OwnerTransform.transform : m_AuthoritativeTransform.transform; Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "server side pos should be zero at first"); // sanity check authPlayerTransform.position = new Vector3(10, 20, 30); if (overrideUpdate) { m_OwnerTransform.CommitToTransform(); } yield return WaitForConditionOrTimeOut(PositionsMatch); AssertOnTimeout($"Timed out waiting for positions to match"); // test rotation Assert.AreEqual(Quaternion.identity, m_NonAuthoritativeTransform.transform.rotation, "wrong initial value for rotation"); // sanity check authPlayerTransform.rotation = Quaternion.Euler(45, 40, 35); // using euler angles instead of quaternions directly to really see issues users might encounter if (overrideUpdate) { m_OwnerTransform.CommitToTransform(); } yield return WaitForConditionOrTimeOut(RotationsMatch); AssertOnTimeout($"Timed out waiting for rotations to match"); authPlayerTransform.localScale = new Vector3(2, 3, 4); if (overrideUpdate) { m_OwnerTransform.CommitToTransform(); } yield return WaitForConditionOrTimeOut(ScaleValuesMatch); AssertOnTimeout($"Timed out waiting for scale values to match"); } /// /// Test to verify nonAuthority cannot change the transform directly /// [UnityTest] public IEnumerator VerifyNonAuthorityCantChangeTransform([Values] Interpolation interpolation) { m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "other side pos should be zero at first"); // sanity check m_NonAuthoritativeTransform.transform.position = new Vector3(4, 5, 6); yield return s_DefaultWaitForTick; Assert.AreEqual(Vector3.zero, m_NonAuthoritativeTransform.transform.position, "[Position] NonAuthority was able to change the position!"); var nonAuthorityRotation = m_NonAuthoritativeTransform.transform.rotation; var originalNonAuthorityEulerRotation = nonAuthorityRotation.eulerAngles; var nonAuthorityEulerRotation = originalNonAuthorityEulerRotation; // Verify rotation is not marked dirty when rotated by half of the threshold nonAuthorityEulerRotation.y += 20.0f; nonAuthorityRotation.eulerAngles = nonAuthorityEulerRotation; m_NonAuthoritativeTransform.transform.rotation = nonAuthorityRotation; yield return s_DefaultWaitForTick; var nonAuthorityCurrentEuler = m_NonAuthoritativeTransform.transform.rotation.eulerAngles; Assert.True(originalNonAuthorityEulerRotation.Equals(nonAuthorityCurrentEuler), "[Rotation] NonAuthority was able to change the rotation!"); var nonAuthorityScale = m_NonAuthoritativeTransform.transform.localScale; m_NonAuthoritativeTransform.transform.localScale = nonAuthorityScale * 100; yield return s_DefaultWaitForTick; Assert.True(nonAuthorityScale.Equals(m_NonAuthoritativeTransform.transform.localScale), "[Scale] NonAuthority was able to change the scale!"); } /// /// Validates that rotation checks don't produce false positive /// results when rolling over between 0 and 360 degrees /// [UnityTest] public IEnumerator TestRotationThresholdDeltaCheck([Values] Interpolation interpolation) { m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; m_NonAuthoritativeTransform.RotAngleThreshold = m_AuthoritativeTransform.RotAngleThreshold = 5.0f; var halfThreshold = m_AuthoritativeTransform.RotAngleThreshold * 0.5001f; var authorityRotation = m_AuthoritativeTransform.transform.rotation; var authorityEulerRotation = authorityRotation.eulerAngles; // Verify rotation is not marked dirty when rotated by half of the threshold authorityEulerRotation.y += halfThreshold; authorityRotation.eulerAngles = authorityEulerRotation; m_AuthoritativeTransform.transform.rotation = authorityRotation; var results = m_AuthoritativeTransform.ApplyState(); Assert.IsFalse(results.isRotationDirty, $"Rotation is dirty when rotation threshold is {m_AuthoritativeTransform.RotAngleThreshold} degrees and only adjusted by {halfThreshold} degrees!"); yield return s_DefaultWaitForTick; // Verify rotation is marked dirty when rotated by another half threshold value authorityEulerRotation.y += halfThreshold; authorityRotation.eulerAngles = authorityEulerRotation; m_AuthoritativeTransform.transform.rotation = authorityRotation; results = m_AuthoritativeTransform.ApplyState(); Assert.IsTrue(results.isRotationDirty, $"Rotation was not dirty when rotated by the threshold value: {m_AuthoritativeTransform.RotAngleThreshold} degrees!"); yield return s_DefaultWaitForTick; //Reset rotation back to zero on all axis authorityRotation.eulerAngles = authorityEulerRotation = Vector3.zero; m_AuthoritativeTransform.transform.rotation = authorityRotation; yield return s_DefaultWaitForTick; // Rotate by 360 minus halfThreshold (which is really just negative halfThreshold) and verify rotation is not marked dirty authorityEulerRotation.y = 360 - halfThreshold; authorityRotation.eulerAngles = authorityEulerRotation; m_AuthoritativeTransform.transform.rotation = authorityRotation; results = m_AuthoritativeTransform.ApplyState(); Assert.IsFalse(results.isRotationDirty, $"Rotation is dirty when rotation threshold is {m_AuthoritativeTransform.RotAngleThreshold} degrees and only adjusted by " + $"{Mathf.DeltaAngle(0, authorityEulerRotation.y)} degrees!"); authorityEulerRotation.y -= halfThreshold; authorityRotation.eulerAngles = authorityEulerRotation; m_AuthoritativeTransform.transform.rotation = authorityRotation; results = m_AuthoritativeTransform.ApplyState(); Assert.IsTrue(results.isRotationDirty, $"Rotation was not dirty when rotated by {Mathf.DeltaAngle(0, authorityEulerRotation.y)} degrees!"); //Reset rotation back to zero on all axis authorityRotation.eulerAngles = authorityEulerRotation = Vector3.zero; m_AuthoritativeTransform.transform.rotation = authorityRotation; yield return s_DefaultWaitForTick; authorityEulerRotation.y -= halfThreshold; authorityRotation.eulerAngles = authorityEulerRotation; m_AuthoritativeTransform.transform.rotation = authorityRotation; results = m_AuthoritativeTransform.ApplyState(); Assert.IsFalse(results.isRotationDirty, $"Rotation is dirty when rotation threshold is {m_AuthoritativeTransform.RotAngleThreshold} degrees and only adjusted by " + $"{Mathf.DeltaAngle(0, authorityEulerRotation.y)} degrees!"); authorityEulerRotation.y -= halfThreshold; authorityRotation.eulerAngles = authorityEulerRotation; m_AuthoritativeTransform.transform.rotation = authorityRotation; results = m_AuthoritativeTransform.ApplyState(); Assert.IsTrue(results.isRotationDirty, $"Rotation was not dirty when rotated by {Mathf.DeltaAngle(0, authorityEulerRotation.y)} degrees!"); } private bool ValidateBitSetValues(NetworkTransform.NetworkTransformState serverState, NetworkTransform.NetworkTransformState clientState) { if (serverState.HasPositionX == clientState.HasPositionX && serverState.HasPositionY == clientState.HasPositionY && serverState.HasPositionZ == clientState.HasPositionZ && serverState.HasRotAngleX == clientState.HasRotAngleX && serverState.HasRotAngleY == clientState.HasRotAngleY && serverState.HasRotAngleZ == clientState.HasRotAngleZ && serverState.HasScaleX == clientState.HasScaleX && serverState.HasScaleY == clientState.HasScaleY && serverState.HasScaleZ == clientState.HasScaleZ) { return true; } return false; } /// /// Test to make sure that the bitset value is updated properly /// [UnityTest] public IEnumerator TestBitsetValue([Values] Interpolation interpolation) { m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; m_NonAuthoritativeTransform.RotAngleThreshold = m_AuthoritativeTransform.RotAngleThreshold = 0.1f; yield return s_DefaultWaitForTick; m_AuthoritativeTransform.transform.rotation = Quaternion.Euler(1, 2, 3); var serverLastSentState = m_AuthoritativeTransform.GetLastSentState(); var clientReplicatedState = m_NonAuthoritativeTransform.ReplicatedNetworkState.Value; yield return WaitForConditionOrTimeOut(() => ValidateBitSetValues(serverLastSentState, clientReplicatedState)); AssertOnTimeout($"Timed out waiting for Authoritative Bitset state to equal NonAuthoritative replicated Bitset state!"); yield return WaitForConditionOrTimeOut(RotationsMatch); AssertOnTimeout($"[Timed-Out] Authoritative rotation {m_AuthoritativeTransform.transform.rotation.eulerAngles} != Non-Authoritative rotation {m_NonAuthoritativeTransform.transform.rotation.eulerAngles}"); } private float m_DetectedPotentialInterpolatedTeleport; /// /// The tests teleporting with and without interpolation /// [UnityTest] public IEnumerator TeleportTest([Values] Interpolation interpolation) { m_AuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; m_NonAuthoritativeTransform.Interpolate = interpolation == Interpolation.EnableInterpolate; var authTransform = m_AuthoritativeTransform.transform; var nonAuthPosition = m_NonAuthoritativeTransform.transform.position; var currentTick = m_AuthoritativeTransform.NetworkManager.ServerTime.Tick; m_DetectedPotentialInterpolatedTeleport = 0.0f; var teleportDestination = new Vector3(100.00f, 100.00f, 100.00f); var targetDistance = Mathf.Abs(Vector3.Distance(nonAuthPosition, teleportDestination)); m_AuthoritativeTransform.Teleport(new Vector3(100.00f, 100.00f, 100.00f), authTransform.rotation, authTransform.localScale); yield return WaitForConditionOrTimeOut(() => TeleportPositionMatches(nonAuthPosition)); AssertOnTimeout($"[Timed-Out][Teleport] Timed out waiting for NonAuthoritative position to !"); Assert.IsTrue(m_DetectedPotentialInterpolatedTeleport == 0.0f, $"Detected possible interpolation on non-authority side! NonAuthority distance: {m_DetectedPotentialInterpolatedTeleport} | Target distance: {targetDistance}"); } /// /// This test validates the method /// usage for the non-authoritative side. It will either be the owner or the server making/requesting state changes. /// This validates that: /// - The owner authoritative mode can still be controlled by the server (i.e. owner authoritative with server authority override capabilities) /// - The server authoritative mode can still be directed by the client owner. /// /// /// This also tests that the original server authoritative model with client-owner driven NetworkTransforms is preserved. /// [UnityTest] public IEnumerator NonAuthorityOwnerSettingStateTest([Values] Interpolation interpolation) { var interpolate = interpolation == Interpolation.EnableInterpolate; m_AuthoritativeTransform.Interpolate = interpolate; m_NonAuthoritativeTransform.Interpolate = interpolate; m_NonAuthoritativeTransform.RotAngleThreshold = m_AuthoritativeTransform.RotAngleThreshold = 0.1f; // Test one parameter at a time first var newPosition = new Vector3(125f, 35f, 65f); var newRotation = Quaternion.Euler(1, 2, 3); var newScale = new Vector3(2.0f, 2.0f, 2.0f); m_NonAuthoritativeTransform.SetState(newPosition, null, null, interpolate); yield return WaitForConditionOrTimeOut(() => PositionsMatchesValue(newPosition)); AssertOnTimeout($"Timed out waiting for non-authoritative position state request to be applied!"); Assert.True(Aproximately(newPosition, m_AuthoritativeTransform.transform.position), "Authoritative position does not match!"); Assert.True(Aproximately(newPosition, m_NonAuthoritativeTransform.transform.position), "Non-Authoritative position does not match!"); m_NonAuthoritativeTransform.SetState(null, newRotation, null, interpolate); yield return WaitForConditionOrTimeOut(() => RotationMatchesValue(newRotation.eulerAngles)); AssertOnTimeout($"Timed out waiting for non-authoritative rotation state request to be applied!"); Assert.True(Aproximately(newRotation.eulerAngles, m_AuthoritativeTransform.transform.rotation.eulerAngles), "Authoritative rotation does not match!"); Assert.True(Aproximately(newRotation.eulerAngles, m_NonAuthoritativeTransform.transform.rotation.eulerAngles), "Non-Authoritative rotation does not match!"); m_NonAuthoritativeTransform.SetState(null, null, newScale, interpolate); yield return WaitForConditionOrTimeOut(() => ScaleMatchesValue(newScale)); AssertOnTimeout($"Timed out waiting for non-authoritative scale state request to be applied!"); Assert.True(Aproximately(newScale, m_AuthoritativeTransform.transform.localScale), "Authoritative scale does not match!"); Assert.True(Aproximately(newScale, m_NonAuthoritativeTransform.transform.localScale), "Non-Authoritative scale does not match!"); // Test all parameters at once newPosition = new Vector3(55f, 95f, -25f); newRotation = Quaternion.Euler(20, 5, 322); newScale = new Vector3(0.5f, 0.5f, 0.5f); m_NonAuthoritativeTransform.SetState(newPosition, newRotation, newScale, interpolate); yield return WaitForConditionOrTimeOut(() => PositionRotationScaleMatches(newPosition, newRotation.eulerAngles, newScale)); AssertOnTimeout($"Timed out waiting for non-authoritative position, rotation, and scale state request to be applied!"); Assert.True(Aproximately(newPosition, m_AuthoritativeTransform.transform.position), "Authoritative position does not match!"); Assert.True(Aproximately(newPosition, m_NonAuthoritativeTransform.transform.position), "Non-Authoritative position does not match!"); Assert.True(Aproximately(newRotation.eulerAngles, m_AuthoritativeTransform.transform.rotation.eulerAngles), "Authoritative rotation does not match!"); Assert.True(Aproximately(newRotation.eulerAngles, m_NonAuthoritativeTransform.transform.rotation.eulerAngles), "Non-Authoritative rotation does not match!"); Assert.True(Aproximately(newScale, m_AuthoritativeTransform.transform.localScale), "Authoritative scale does not match!"); Assert.True(Aproximately(newScale, m_NonAuthoritativeTransform.transform.localScale), "Non-Authoritative scale does not match!"); } private bool Aproximately(float x, float y) { return Mathf.Abs(x - y) <= k_AproximateDeltaVariance; } private bool Aproximately(Vector3 a, Vector3 b) { return Mathf.Abs(a.x - b.x) <= k_AproximateDeltaVariance && Mathf.Abs(a.y - b.y) <= k_AproximateDeltaVariance && Mathf.Abs(a.z - b.z) <= k_AproximateDeltaVariance; } private const float k_AproximateDeltaVariance = 0.01f; private bool PositionsMatchesValue(Vector3 positionToMatch) { var authorityPosition = m_AuthoritativeTransform.transform.position; var nonAuthorityPosition = m_NonAuthoritativeTransform.transform.position; var auhtorityIsEqual = Aproximately(authorityPosition, positionToMatch); var nonauthorityIsEqual = Aproximately(nonAuthorityPosition, positionToMatch); if (!auhtorityIsEqual) { VerboseDebug($"Authority position {authorityPosition} != position to match: {positionToMatch}!"); } if (!nonauthorityIsEqual) { VerboseDebug($"NonAuthority position {nonAuthorityPosition} != position to match: {positionToMatch}!"); } return auhtorityIsEqual && nonauthorityIsEqual; } private bool RotationMatchesValue(Vector3 rotationEulerToMatch) { var authorityRotationEuler = m_AuthoritativeTransform.transform.rotation.eulerAngles; var nonAuthorityRotationEuler = m_NonAuthoritativeTransform.transform.rotation.eulerAngles; var auhtorityIsEqual = Aproximately(authorityRotationEuler, rotationEulerToMatch); var nonauthorityIsEqual = Aproximately(nonAuthorityRotationEuler, rotationEulerToMatch); if (!auhtorityIsEqual) { VerboseDebug($"Authority rotation {authorityRotationEuler} != rotation to match: {rotationEulerToMatch}!"); } if (!nonauthorityIsEqual) { VerboseDebug($"NonAuthority position {nonAuthorityRotationEuler} != rotation to match: {rotationEulerToMatch}!"); } return auhtorityIsEqual && nonauthorityIsEqual; } private bool ScaleMatchesValue(Vector3 scaleToMatch) { var authorityScale = m_AuthoritativeTransform.transform.localScale; var nonAuthorityScale = m_NonAuthoritativeTransform.transform.localScale; var auhtorityIsEqual = Aproximately(authorityScale, scaleToMatch); var nonauthorityIsEqual = Aproximately(nonAuthorityScale, scaleToMatch); if (!auhtorityIsEqual) { VerboseDebug($"Authority scale {authorityScale} != scale to match: {scaleToMatch}!"); } if (!nonauthorityIsEqual) { VerboseDebug($"NonAuthority scale {nonAuthorityScale} != scale to match: {scaleToMatch}!"); } return auhtorityIsEqual && nonauthorityIsEqual; } private bool TeleportPositionMatches(Vector3 nonAuthorityOriginalPosition) { var nonAuthorityPosition = m_NonAuthoritativeTransform.transform.position; var authorityPosition = m_AuthoritativeTransform.transform.position; var targetDistance = Mathf.Abs(Vector3.Distance(nonAuthorityOriginalPosition, authorityPosition)); var nonAuthorityCurrentDistance = Mathf.Abs(Vector3.Distance(nonAuthorityPosition, nonAuthorityOriginalPosition)); if (!Aproximately(targetDistance, nonAuthorityCurrentDistance)) { if (nonAuthorityCurrentDistance >= 0.15f * targetDistance && nonAuthorityCurrentDistance <= 0.75f * targetDistance) { m_DetectedPotentialInterpolatedTeleport = nonAuthorityCurrentDistance; } return false; } var xIsEqual = Aproximately(authorityPosition.x, nonAuthorityPosition.x); var yIsEqual = Aproximately(authorityPosition.y, nonAuthorityPosition.y); var zIsEqual = Aproximately(authorityPosition.z, nonAuthorityPosition.z); if (!xIsEqual || !yIsEqual || !zIsEqual) { VerboseDebug($"Authority position {authorityPosition} != NonAuthority position {nonAuthorityPosition}"); } return xIsEqual && yIsEqual && zIsEqual; ; } private bool PositionRotationScaleMatches(Vector3 position, Vector3 eulerRotation, Vector3 scale) { return PositionsMatchesValue(position) && RotationMatchesValue(eulerRotation) && ScaleMatchesValue(scale); } private bool RotationsMatch() { var authorityEulerRotation = m_AuthoritativeTransform.transform.rotation.eulerAngles; var nonAuthorityEulerRotation = m_NonAuthoritativeTransform.transform.rotation.eulerAngles; var xIsEqual = Aproximately(authorityEulerRotation.x, nonAuthorityEulerRotation.x); var yIsEqual = Aproximately(authorityEulerRotation.y, nonAuthorityEulerRotation.y); var zIsEqual = Aproximately(authorityEulerRotation.z, nonAuthorityEulerRotation.z); if (!xIsEqual || !yIsEqual || !zIsEqual) { VerboseDebug($"Authority rotation {authorityEulerRotation} != NonAuthority rotation {nonAuthorityEulerRotation}"); } return xIsEqual && yIsEqual && zIsEqual; } private bool PositionsMatch() { var authorityPosition = m_AuthoritativeTransform.transform.position; var nonAuthorityPosition = m_NonAuthoritativeTransform.transform.position; var xIsEqual = Aproximately(authorityPosition.x, nonAuthorityPosition.x); var yIsEqual = Aproximately(authorityPosition.y, nonAuthorityPosition.y); var zIsEqual = Aproximately(authorityPosition.z, nonAuthorityPosition.z); if (!xIsEqual || !yIsEqual || !zIsEqual) { VerboseDebug($"Authority position {authorityPosition} != NonAuthority position {nonAuthorityPosition}"); } return xIsEqual && yIsEqual && zIsEqual; } private bool ScaleValuesMatch() { var authorityScale = m_AuthoritativeTransform.transform.localScale; var nonAuthorityScale = m_NonAuthoritativeTransform.transform.localScale; var xIsEqual = Aproximately(authorityScale.x, nonAuthorityScale.x); var yIsEqual = Aproximately(authorityScale.y, nonAuthorityScale.y); var zIsEqual = Aproximately(authorityScale.z, nonAuthorityScale.z); if (!xIsEqual || !yIsEqual || !zIsEqual) { VerboseDebug($"Authority scale {authorityScale} != NonAuthority scale {nonAuthorityScale}"); } return xIsEqual && yIsEqual && zIsEqual; } protected override IEnumerator OnTearDown() { m_EnableVerboseDebug = false; Object.DestroyImmediate(m_PlayerPrefab); yield return base.OnTearDown(); } } }