aha
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using UnityEngine;
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namespace Mirror.Examples.BilliardsPredicted
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{
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// keep the empty script so we can find out what type of ball we collided with.
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public class RedBallPredicted : NetworkBehaviour
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{
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/* ball<->pocket collisions are handled by Pockets.cs for now.
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because predicted object's rigidbodies are sometimes moved out of them.
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which means this script here wouldn't get the collision info while predicting.
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which means it's easier to check collisions from the table perspective.
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// destroy when entering a pocket.
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// there's only one trigger in the scene (the pocket).
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[ServerCallback]
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void OnTriggerEnter(Collider other)
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{
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NetworkServer.Destroy(gameObject);
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}
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*/
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}
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}
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