UnityEngine.Networking.NetworkTransformVisualizer.FixedUpdate C# (CSharp) Method

FixedUpdate() private method

private FixedUpdate ( ) : void
return void
        private void FixedUpdate()
        {
            if (((this.m_Visualizer != null) && (NetworkServer.active || NetworkClient.active)) && ((base.isServer || base.isClient) && (!base.hasAuthority || !this.m_NetworkTransform.localPlayerAuthority)))
            {
                this.m_Visualizer.transform.position = this.m_NetworkTransform.targetSyncPosition;
                if ((this.m_NetworkTransform.rigidbody3D != null) && (this.m_Visualizer.GetComponent<Rigidbody>() != null))
                {
                    this.m_Visualizer.GetComponent<Rigidbody>().velocity = this.m_NetworkTransform.targetSyncVelocity;
                }
                if ((this.m_NetworkTransform.rigidbody2D != null) && (this.m_Visualizer.GetComponent<Rigidbody2D>() != null))
                {
                    this.m_Visualizer.GetComponent<Rigidbody2D>().velocity = this.m_NetworkTransform.targetSyncVelocity;
                }
                Quaternion identity = Quaternion.identity;
                if (this.m_NetworkTransform.rigidbody3D != null)
                {
                    identity = this.m_NetworkTransform.targetSyncRotation3D;
                }
                if (this.m_NetworkTransform.rigidbody2D != null)
                {
                    identity = Quaternion.Euler(0f, 0f, this.m_NetworkTransform.targetSyncRotation2D);
                }
                this.m_Visualizer.transform.rotation = identity;
            }
        }