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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NetworkRigidbody2D not freezing object on Awake as NetworkRigidbody does #2835
NetworkRigibody set kinematic on a NetworkObject's rigidbody before it actually is spawned (on Awake) to prevent the transform from being changed before knowing the actual ownership of the object.
Why NetworkRigidbody2D doesn't act the same ? (In 2D, the objects are not set to kinematic on Awake)
Reproduce Steps
Create a new 2D project
Add a NetworkManager component on the scene
Add a circle with Rigidbody2D and a NetworkRigidbody2D
Hit Play and see the circle falling
Actual Outcome
In 2D, the objects are not set to kinematic on Awake
Expected Outcome
In 2D, objects be set set to kinematic on Awake, as it is in 3D
Description
NetworkRigibody set kinematic on a NetworkObject's rigidbody before it actually is spawned (on Awake) to prevent the transform from being changed before knowing the actual ownership of the object. Why NetworkRigidbody2D doesn't act the same ? (In 2D, the objects are not set to kinematic on Awake)
Reproduce Steps
Actual Outcome
In 2D, the objects are not set to kinematic on Awake
Expected Outcome
In 2D, objects be set set to kinematic on Awake, as it is in 3D
Environment