新增FishNet文档
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description: >-
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ColliderRollback allows an object's colliders to be rolled back for lag
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compensation.
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# ColliderRollback (Pro Feature)
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## Description
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This component is used for rolling back colliders on objects for the purpose of lag compensation. You can find out more about it in the dedicated guide for this feature: [raycast.md](../../guides/features/lag-compensation/raycast.md "mention")
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## Settings
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<div align="left"><figure><img src="../../.gitbook/assets/collider-rollback-component.png" alt=""><figcaption><p>Default settings</p></figcaption></figure></div>
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### :gear: **Bounding Box**
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> This configures how a bounding box is added to the object. When set to **Disabled** a bounding box will not be added. Additional settings are displayed when not set to **Disabled**.
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### :gear: **Physics Type**
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> This is which type of physics you plan on rolling back, and determines if a Physics collider is added, or Physics2D collider.
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### :gear: **Bounding Box Size**
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> This determines how large of a bounding box to add. Typically a value three times larger than the world space of your object is sufficient. For example, if your object is a Vector3.one cube, this value would Vector3(3f, 3f, 3f). If an object is exceptionally fast moving consider making this larger.
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### :gear: **Collider Parents**
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> These are transforms you wish to send back in time when performing a rollback. For best results put your hitboxes on their own transform, which is a child of the object the hitbox is for. A setup example is rovided as a demo within `FishNet\Demos\ColliderRollback`.
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