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using UnityEngine;
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namespace Mirror.Examples.RigidbodyBenchmark
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{
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[AddComponentMenu("")]
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public class RigidbodyBenchmarkNetworkManager : NetworkManager
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{
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[Header("Spawns")]
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public GameObject spawnPrefab;
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public int spawnAmount = 2000;
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public float interleave = 2;
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void SpawnAll()
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{
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// calculate sqrt so we can spawn N * N = Amount
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float sqrt = Mathf.Sqrt(spawnAmount);
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// calculate spawn xz start positions
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// based on spawnAmount * distance
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float offset = -sqrt / 2 * interleave;
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// spawn exactly the amount, not one more.
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int spawned = 0;
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for (int spawnX = 0; spawnX < sqrt; ++spawnX)
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{
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for (int spawnZ = 0; spawnZ < sqrt; ++spawnZ)
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{
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// spawn exactly the amount, not any more
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// (our sqrt method isn't 100% precise)
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if (spawned < spawnAmount)
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{
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// instantiate & position
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GameObject go = Instantiate(spawnPrefab);
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float x = offset + spawnX * interleave;
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float z = offset + spawnZ * interleave;
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go.transform.position = new Vector3(x, 0, z);
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// spawn
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NetworkServer.Spawn(go);
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++spawned;
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}
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}
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}
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}
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public override void OnStartServer()
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{
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base.OnStartServer();
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SpawnAll();
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}
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}
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}
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