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    NetworkRigidbody inside Boss Room

    :::note Required reading: Physics :::

    Boss Room leverages NetworkRigidbody to simulate physics-based projectiles. See the Vandal Imp's tossed projectile, the ImpTossedItem prefab. At its root, this Prefab has a NetworkObject, a NetworkTransform, a Rigidbody, and a NetworkRigidbody component. Refer to TossAction.cs for more implementation details.

    An important note: You must do any modifications to a Rigidbody that involve Physics (modifying velocity, applying forces, applying torque, and the like) after the NetworkObject spawns since NetworkRigidbody forces the Rigidbody's isKinematic flag to be true on Awake(). Once spawned, this flag is modified depending on the ownership status of the NetworkObject.

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