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The way internal physics process is used here as a one shot seems like a convoluted way to do a deferred call. I assume call deferred wouldn't be enough for this method in
NOTOFICATION_TRANSFORM_CHANGED
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If I remember correctly the reason this was added as a physics process one shot is because the server does the sync on the physics tick directly after this.
If it is added to the msg queue it would need a bool to stop the transform notification from spamming the msg queue like crazy which was one of the original problems. E.g. animationplayers that moved regions would trigger 1000+ transform update calls at high frame rate for every navigation server sync due to the lower physics tick rate.