private void ProcessStatePacket(StatePacket packet) { if (debug != null && debug.settings.simulateLatency) { debug.InsertDelayedReader(UnityEngine.Random.Range(debug.settings.minLatency, debug.settings.maxLatency) / (float)1000, packet); } else { ReadStatePacket(packet); } }
private void ReadState(NetPacketReader reader) { if (debug != null && debug.settings.simulateLatency) { debug.InsertDelayedReader(UnityEngine.Random.Range(debug.settings.minLatency, debug.settings.maxLatency) / (float)1000, reader); } else { remote.ReadState(reader); } }