private void updateModels() { if (Network.peerType == NetworkPeerType.Disconnected) { return; } //wenn nicht verbunden foreach (PhysicModel model in game.PhysicModels.Values) { if (model.ShouldBeUpdated()) { UpdateInformation update = model.GetUpdateInformations(); observer.SendPhysicData(model.name, update.position, update.rotation); } } }