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docs: Condense interpolation render time comments and changelog
Comment and changelog wording only, no behavioral or test logic changes.
Trims the explanation in UpdateInterpolation from twenty one lines to six and
drops the measurement anecdote and the unfilled Jira placeholder, keeping the
reason the server clock is the correct one to measure from. Shortens the test's
remarks and constant comments to match the density of the surrounding tests.
The removed detail, the measurements behind the fix, and the metrics that were
tried and rejected while building the test are recorded outside the repository.
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
+2-2Lines changed: 2 additions & 2 deletions
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@@ -22,8 +22,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Issue where non-authority `NetworkTransform`instances derived their interpolation time from the local clock instead of the server clock that state updates are stamped on, which starved the interpolator and reduced interpolation to snapping between state updates. (#TBD)
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- Issue where `NetworkTransform.GetTickLatencyInSeconds` returned a time derived from the local clock, which did not match the time the interpolators actually use. (#TBD)
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- Issue where `NetworkTransform`interpolated towards a point in time taken from the local clock rather than the server clock that state updates are stamped on, which starved the interpolator on clients and reduced interpolation to snapping between state updates. (#TBD)
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- Issue where `NetworkTransform.GetTickLatencyInSeconds` returned a time based on the local clock instead of the server clock used for interpolation. (#TBD)
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformInterpolationRenderTimeTests.cs
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