Commit 7a2f31a
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fix: Freeze rigidbody on Awake and interpolate based on ownership (#2838)
NetworkRigidbody is not checking for NetworkTransform.Interpolate value on ownership loss as it does on Awake, so it assumes that the NetworkTransform will treat the interpolation even if NetworkTransform.Interpolate is false.
NetworkRigibody set kinematic on a NetworkObject's rigidbody before it actually is spawned (on Awake) to prevent the transform from being changed before knowing the actual ownership of the object. NetworkRigidbody2D follow the same pattern1 parent c013f64 commit 7a2f31a
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lines changed- com.unity.netcode.gameobjects/Components
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