public static void SetVehicleDynamicPrediction(VehicleContext context, bool isPredict)
        {
            if (SharedConfig.DynamicPrediction == isPredict)
            {
                return;
            }

            var vehicles = context.GetEntities();

            foreach (var vehicle in vehicles)
            {
                if (vehicle.hasEntityKey)
                {
                    if (SharedConfig.IsServer)
                    {
                        if (vehicle.HasDriver())
                        {
                            vehicle.SetKinematic(!isPredict);
                        }
                    }
                    else
                    {
                        if (!vehicle.HasDriver())
                        {
                            vehicle.SetKinematic(!isPredict);
                        }

                        VehicleStateUtility.SetVehicleSyncLatest(vehicle, isPredict);
                    }
                }
            }

            SharedConfig.DynamicPrediction = isPredict;
        }
        public static void ShowVehicles(VehicleContext context, bool isServer)
        {
            if (SharedConfig.IsServer == isServer)
            {
                var vehicles = context.GetEntities();
                foreach (var vehicle in vehicles)
                {
                    if (vehicle.hasGameObject)
                    {
                        var go = vehicle.gameObject.UnityObject.AsGameObject;

                        if (go.activeSelf)
                        {
                            var linVel      = vehicle.GetLinearVelocity();
                            var position    = go.transform.position;
                            var eulerAngles = go.transform.rotation.eulerAngles;

                            _logger.InfoFormat("vehicle name {0} position {1} rotation {2} linearVelocity {3}",
                                               go.name, position, eulerAngles, linVel);
                        }
                    }
                }
            }
        }