Some progress on sending updates
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				@ -9,8 +9,8 @@ GameObject:
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  serializedVersion: 6
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  m_Component:
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  - component: {fileID: 1251152422678924623}
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  - component: {fileID: 114636771493283014}
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  m_Layer: 0
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  m_Name: HumanoidPlayer
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  m_TagString: Untagged
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@ -33,6 +33,27 @@ Transform:
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  m_Father: {fileID: 0}
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  m_RootOrder: 0
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  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &1251152422678924623
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  m_Name: 
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  GlobalObjectIdHash: 1317207860
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  AutoObjectParentSync: 1
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--- !u!114 &114636771493283014
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MonoBehaviour:
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@ -48,27 +69,6 @@ MonoBehaviour:
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  _syncFingerSwing: 0
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  _syncFace: 0
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  _syncTracking: 0
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  _debug: 3
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  _debug: 1
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  _sendRate: 25
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  _createLocalRemotes: 0
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--- !u!114 &1251152422678924623
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MonoBehaviour:
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  AlwaysReplicateAsRoot: 0
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  SynchronizeTransform: 1
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  ActiveSceneSynchronization: 0
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  SceneMigrationSynchronization: 1
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  SpawnWithObservers: 1
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  DontDestroyWithOwner: 0
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  AutoObjectParentSync: 1
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  _createLocalRemotes: 1
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@ -30,6 +30,7 @@ namespace Passer.Humanoid {
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        HumanoidNetworking.DebugLevel debug { get; }
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        HumanoidNetworking.Smoothing smoothing { get; }
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        bool createLocalRemotes { get; set; }
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        Vector3 localRemotePosition { get; }
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        bool isLocal { get; }
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@ -1010,7 +1011,7 @@ namespace Passer.Humanoid {
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            ReceiveHumanoidPose(remoteHumanoid, humanoidPose, networking.lastHumanoidPose, networking.smoothing);
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            if (networking.createLocalRemotes)
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                remoteHumanoid.transform.Translate(0, 0, 1, Space.Self);
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                remoteHumanoid.transform.Translate(networking.localRemotePosition, Space.Self);
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            networking.lastHumanoidPose = humanoidPose;
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        }
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@ -66,9 +66,16 @@ namespace Passer.Humanoid {
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        }
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        public GameObject GetGameObject(ulong objIdentity) {
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            // Generic Objects
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            Unity.Netcode.NetworkObject nwObject = GetNetworkObject(objIdentity);
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            if (nwObject == null)
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            if (nwObject == null) {
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                // Player Objects
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                nwObject = NetworkManager.Singleton.ConnectedClients[objIdentity].PlayerObject;
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                if (nwObject != null)
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                    return nwObject.gameObject;
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                else
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                    return null;
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            }
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            GameObject gameObject = nwObject.gameObject;
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            return gameObject;
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        }
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@ -81,11 +88,33 @@ namespace Passer.Humanoid {
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            get { return _createLocalRemotes; }
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            set { _createLocalRemotes = value; }
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        }
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        protected Vector3 _localRemotePosition = new(0, 0, -1);
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        public Vector3 localRemotePosition {  get { return _localRemotePosition; } }
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        #region Init
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        public void Awake() {
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            if (identity == null)
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                identity = GetComponent<Unity.Netcode.NetworkObject>();
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            humanoids = HumanoidNetworking.FindLocalHumanoids();
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            if (debug <= HumanoidNetworking.DebugLevel.Info)
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                DebugLog("Found " + humanoids.Count + " Humanoids");
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            for (int i = 0; i < humanoids.Count; i++) {
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                HumanoidControl humanoid = humanoids[i];
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                if (humanoid.isRemote || createLocalRemotes == false)
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                    continue;
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                humanoid.humanoidNetworking = this;
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                ((IHumanoidNetworking)this).InstantiateHumanoid(humanoid);
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            }
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        }
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        public virtual void OnStartClient() {
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            Debug.Log("starting client");
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            //name = name + " " + netId;
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            NetworkManager nwManager = FindObjectOfType<NetworkManager>();
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@ -108,6 +137,7 @@ namespace Passer.Humanoid {
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        }
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        public virtual void OnStartServer() {
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            Debug.Log("starting server");
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            //short msgType = MsgType.Highest + 1;
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            //NetworkServer.RegisterHandler(msgType, ForwardAvatarPose);
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        }
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@ -195,6 +225,8 @@ namespace Passer.Humanoid {
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            if (debug <= HumanoidNetworking.DebugLevel.Info)
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                Debug.Log((int)identity.NetworkObjectId + ": Destroy Remote Humanoid");
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            if (humanoids == null)
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                return;
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            foreach (HumanoidControl humanoid in humanoids) {
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                if (humanoid == null)
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                    continue;
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@ -51,6 +51,9 @@ namespace Passer.Humanoid {
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            get { return _createLocalRemotes; }
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            set { _createLocalRemotes = value; }
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        }
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        protected Vector3 _localRemotePosition = new(0, 0, -1);
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        public Vector3 localRemotePosition {  get { return _localRemotePosition; } }
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        public bool isLocal { get; set; }
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