ok i found the issue
if (!InRange(collider.transform.position, sac.position, sac.safeRadius))
{
goto next;
}
the issue is the position of the train track on the server starts much further away than the specified radius, and is therefore excluded, regardless of a portion of the train track being contained within the specified radius. a mere oversight
sac contains both safeRadius (Protection Radius) and buildRadius (Player Cupboard Detection Radius) which differ greatly. rather than checking each one individually I am attempting to check them both at the same time to save on server performance.
I just need to figure out an elegant solution to this distance check
float dist = (collider.transform.position - sac.position).magnitude;
if (dist > sac.safeRadius && dist <= sac.buildRadius)
{
goto next;
}
i've come up with this but i'm uncertain if it will cause any other issues so i'll have to think on it