Hello , I’ll have to optimize that code(for multiplayer realization) ,thank you very much :3 :

void Update()

{

if (!isLocalPlayer)

{

return;

}

```
mousePosition = Input.mousePosition;
mousePosition = Camera.main.ScreenToWorldPoint(mousePosition);
mousePosition -= (Vector2)transform.position;
quotient = Mathf.Sqrt(mousePosition.x * mousePosition.x + mousePosition.y * mousePosition.y) / delta;
mousePosition /= quotient;
transform.Translate(mousePosition * Time.deltaTime); //59 line
Mathf.Pow(energy, Mathf.Log(2, 0.1f));
Input.GetAxis("Horizontal");
Input.GetAxis("Vertical");
vecScale.Set((energy / 200 + 0.95f), (energy / 200 + 0.95f), 1);
transform.localScale = vecScale;
energy -= 0.00000072f * energy * energy;
```