// Prediction moves out the Rigidbody & Collider into a separate object. // this component simply points back to the owner component. // in case Raycasts hit it and need to know the owner, etc. using UnityEngine; namespace Mirror { public class PredictedRigidbodyPhysicsGhost : MonoBehaviour { // this is performance critical, so store target's .Transform instead of // PredictedRigidbody, this way we don't need to call the .transform getter. [Tooltip("The predicted rigidbody owner.")] public Transform target; } }