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Modified WhenAnticipating_ValueChangesImmediately test
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com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransformAnticipationTests.cs

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -118,18 +118,19 @@ public AnticipatedNetworkTransform GetOtherClientComponent()
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public void WhenAnticipating_ValueChangesImmediately()
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{
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var testComponent = GetTestComponent();
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var quaternionComparer = new QuaternionEqualityComparer(0.000001f);
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testComponent.AnticipateMove(new Vector3(0, 1, 2));
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testComponent.AnticipateScale(new Vector3(1, 2, 3));
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testComponent.AnticipateRotate(Quaternion.LookRotation(new Vector3(2, 3, 4)));
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Assert.AreEqual(new Vector3(0, 1, 2), testComponent.transform.position);
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Assert.AreEqual(new Vector3(1, 2, 3), testComponent.transform.localScale);
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Assert.AreEqual(Quaternion.LookRotation(new Vector3(2, 3, 4)), testComponent.transform.rotation);
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Assert.That(testComponent.transform.rotation, Is.EqualTo(Quaternion.LookRotation(new Vector3(2, 3, 4))).Using(quaternionComparer)); // Quaternion comparer added due to FP precision problems on Android devices.
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Assert.AreEqual(new Vector3(0, 1, 2), testComponent.AnticipatedState.Position);
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Assert.AreEqual(new Vector3(1, 2, 3), testComponent.AnticipatedState.Scale);
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Assert.AreEqual(Quaternion.LookRotation(new Vector3(2, 3, 4)), testComponent.AnticipatedState.Rotation);
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Assert.That(testComponent.AnticipatedState.Rotation, Is.EqualTo(Quaternion.LookRotation(new Vector3(2, 3, 4))).Using(quaternionComparer)); // Quaternion comparer added due to FP precision problems on Android devices.
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}
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[Test]

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