Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
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1.0.1 has broken/changed `In Local Space` NetworkTransform syncing . Objects are at wrong location/orientation #2161
We had a hierarchy of NetworkTransforms for our game which consisted of the body of a vehicle, wheels and children of the wheels. All but the parent (NetworkObject) were syncing in local space. This was required because for our wheels, if we didn't sync in local space they would lag (And interpolate independently) to the body and look terrible.
Now, in 1.0.1 the wheels themselves and up in the completely wrong positions (20 metres above the where they should be). Rotation of the child body is out by 90 degrees and it will "flick" to the correct orientation after a short time.
If I make all my objects sync in world space they are positions correctly but on a dedicated client they will of course lag behind the body which is unacceptable of course.
Anyone have any knowledge on what has changed for local syncing? Do we need to migrate in some way, or perform initialisation etc differently?
NOTE: All this was working fine in 1.0.0 albeit the interpolation was broken (a known issue);
Thanks @NoelStephensUnity . We are trying to implement various workarounds for things with varying degrees of luck so far so hope this comes about and we can use it.
We had a hierarchy of NetworkTransforms for our game which consisted of the body of a vehicle, wheels and children of the wheels. All but the parent (NetworkObject) were syncing in local space. This was required because for our wheels, if we didn't sync in local space they would lag (And interpolate independently) to the body and look terrible.
Now, in 1.0.1 the wheels themselves and up in the completely wrong positions (20 metres above the where they should be). Rotation of the child body is out by 90 degrees and it will "flick" to the correct orientation after a short time.
If I make all my objects sync in world space they are positions correctly but on a dedicated client they will of course lag behind the body which is unacceptable of course.
Anyone have any knowledge on what has changed for local syncing? Do we need to migrate in some way, or perform initialisation etc differently?
NOTE: All this was working fine in 1.0.0 albeit the interpolation was broken (a known issue);