I'd like a way to access the player's physics position in FixedUpdate(). Currently Networking.LocalPlayer.GetPosition() returns the position of the player from the last Update().
This makes running physics using the player's position inconsistant and broken.
The creation of things like grappling hooks, ropes, etc may rely on being able to run physics on the player properly.
Networking.LocalPlayer.GetVelocity() is also not up to date in FixedUpdate().
It may also be useful to support getting bone positions as moved in FixedUpdate()s, but this can be worked around if GetPosition() works.
Note: This issue doesn't exist in ClientSim.