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using UnityEngine;
namespace Mirror.Examples.RigidbodyPhysics
{
[RequireComponent(typeof(Rigidbody))]
public class AddForce : NetworkBehaviour
{
public Rigidbody rigidbody3d;
public float force = 500f;
protected override void OnValidate()
{
base.OnValidate();
rigidbody3d = GetComponent<Rigidbody>();
}
void Update()
{
// do we have authority over this?
if (!rigidbody3d.isKinematic)
{
if (Input.GetKeyDown(KeyCode.Space))
rigidbody3d.AddForce(Vector3.up * force);
}
}
}
}

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