Fix stale data impacting predictive interpolation#75
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Extremelyd1 merged 3 commits intoMay 30, 2026
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Add OnDisable to clear init/sequence state when a player container returns to the pool, and move position/state seeding into OnEnable so a recycled container starts from the position SpawnPlayer set on the transform rather than leftover values from the previous player.
Replace hard-coded RTT/correction/decay numbers with the Good-tier entries from the existing tier arrays so the spawn-state baseline is consistent with the rest of the adaptive system.
Early-out of ManualUpdate before anything runs so nothing is integrated until the first authoritative server packet arrives.
Liparakis
approved these changes
May 27, 2026
Extremelyd1
approved these changes
May 30, 2026
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Extremelyd1
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Thanks fireb0rn, this looks great!
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Previously, this MonoBehaviour could be enabled holding stale data from the last time it was active. This resulted in an effect where, when a player entered a scene, their character would "flash" in an arbitrary location (from ForceSnap(_lastServerPosition) before their position updated to its correct location. This was mainly problematic in player vs. player games, where it would give away when a remote player is within a scene. Other changes are just minor cleanup.