Crisp launcher (sizes and fonts scaled in screen pixels instead of a GUI matrix), fps command and display, fewer hitches (staggered scans, shared rigidbody scan, crash-damage mesh reads only after impacts, rarer vehicle fx lookups, cached display prefs)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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+3
-2
@@ -42,11 +42,12 @@ namespace MSCO
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foreach (Car c in cars.Values) StopFollowing(c);
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cars.Clear();
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seen.Clear();
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nextScan = 0f;
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nextScan = -1f; // erster Suchlauf verteilt, siehe Update
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}
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public void Update(bool authority, float dt, Action<MsgType, byte[]> send)
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{
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if (nextScan < 0f) nextScan = Time.time + 4.5f; // nicht alle Sync-Teile im selben Frame suchen lassen
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if (Time.time >= nextScan)
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{
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nextScan = Time.time + ScanInterval;
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@@ -136,7 +137,7 @@ namespace MSCO
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void Scan()
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{
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int before = cars.Count;
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foreach (Rigidbody rb in UnityEngine.Object.FindObjectsOfType<Rigidbody>())
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foreach (Rigidbody rb in SceneCache.Rigidbodies(5f)) // teilt sich die Suche mit dem Objekt-Sync
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{
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if (rb == null || !seen.Add(rb)) continue;
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if (Array.IndexOf(Roots, rb.transform.root.name) < 0) continue;
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