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Removed note about why we don't use time travel (too verbose). Enabling this on the CMB service pass to validate this works as expected against a live session.
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com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformHalfFloatPrecisionTests.cs

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@@ -14,9 +14,6 @@ namespace Unity.Netcode.RuntimeTests
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/// Both tests move the authority in one direction only and require the non-authority instance to follow
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/// without ever moving backwards. Interpolation cannot overshoot, so any movement opposite to the direction
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/// the authority moved came from how the position was encoded.
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/// <br /><br />
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/// These do not use the time travel harness because the behavior only appears over multiple real state update
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/// and interpolation cycles.
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/// </remarks>
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.DAHost)]
@@ -63,12 +60,6 @@ public NetworkTransformHalfFloatPrecisionTests(HostOrServer hostOrServer) : base
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{
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}
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// TODO: [CmbServiceTests] Validate this against the service once half float precision is covered there.
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protected override bool UseCMBService()
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{
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return false;
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}
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protected override void OnServerAndClientsCreated()
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{
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m_TestPrefab = CreateNetworkObjectPrefab("HalfFloatObj");

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