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(Critical Bug on NGO 2.2.0) Child NetworkTransforms (Owner Authority) causes the main NetworkTransform (Server Authority) in the root/parent to stop synching between client and host. #3205
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Hi @Ermelious, Will post back here if I think I have a fix. |
Hi @NoelStephensUnity , |
I believe I have a fix in place, but I still need to run it through CI validation tests and we need to run additional manual tests to make sure the changes don't impact anything else. While we do this, could you update your project's manifest file's
Then if you wouldn't mind seeing if this resolves your issue it would be greatly appreciated. While the I believe the manual test I put together to replicate the issue (which I was able to do) covers this specific use case scenario, it would be helpful if you could verify this fix within your project to make sure I am not missing something specific to your project's setup. If you run into issues, please continue providing similar details about any additional issues you notice so we can make sure this fix covers your project's needs. |
Thank you for the fix! And yes I've just tested it in Unity Editor 6000.0.32f1 (Hosting Player), Windows Build (Client) and the issue seems to have been resolved! I'll continue testing and will update if there's any other related issue to this one. The Hosting Player and the Client Player are both synching correctly this time with the Root Network Transform (Server Authority) and 4 nested NetworkTransform (Owner Authority) (Gun, Hand, Head and Spine) |
Unity 6000
Netcode 2.2.0
1x Editor, 1x Windows Build
Child NetworkTransforms (Owner Authority) causes the main NetworkTransform (Server Authority) in the root/parent to stop synching with client.
Edit:
I've even tested this by simply removing all Nested NetworkTransform, leaving only the main root NetworkTransform on the Player Network Object/Prefab.
I then create a new empty gameobject inside the PlayerObject, attach a NetworkTransform, set it to Owner Authority, and the issue is replicated. The Root NetworkTransform no longer syncs between the Host and Client player.
Here’s my Player Object NetworkTransform Setup:
And here’s the 4 NetworkTransforms setup attached in the children of the Player Object above:
My Setup: (The highlighted gameobjects have NetworkTransforms attached to them, only the one in the root object "Porky" has been set to "Server" Authority. The rest of the NetworkTransforms have been set to "Owner" Authority and the "Local Space" checkbox is ticked as seen)
I'm also using the Unity Rig Package components here:
The Issue:
On 1 of the non-hosting Client, I press the arrow keys to move the character. The input is sent to the hosting player/server and the server takes the input and moves the playerobject while the networktransform syncs the position of the playerobject with the client. This works with no issues UNTIL I attach 4 new networktransform component to the children objects/IK (Head, Spine, Hand, Gun). With these new components attached, the Player Object only moves on the Server side. The PlayerObject’s NetworkTransform does not sync the movement back to the client. However the 4 new NetworkTransform components on the children object syncs with the Server with no issues.
To summarize what I’m trying to do:
2.. Player movement is handled on the Server side (The main Player Object has a NetworkTransform set to “Server” Authority.)I’m using a mixture of the “constraints” component in the unity’s rig package to move the character’s IK/bones. This is a similar setup rig setup I have which is based of this tutorial:
https://youtu.be/fB0P0C_3sPU?si=l2EofpT0Zs_pa-kI
I need to know if this is a bug/limitation or if it is something I did wrong in my setup that is causing this issue.
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