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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fix: Freeze rigidbody on Awake and interpolate based on ownership #2838
NetworkRigidbody is not checking for NetworkTransform.Interpolate value on ownership loss as it does on Awake, so it assumes that the NetworkTransform will treat the interpolation even if NetworkTransform.Interpolate is false.
NetworkRigibody sets kinematic on a NetworkObject's Rigidbody before it is spawned (on Awake) to prevent the transform from being changed before knowing the actual ownership of the object. NetworkRigidbody2D follows the same pattern
Changelog
Fixed: [GH-2836] NetworkRigidbody is not checking for NetworkTransform.Interpolate value on ownership change
Fixed: [GH-2835] NetworkRigidbody2D not freezing object on Awake as NetworkRigidbody does
NetworkRigidbody is not checking for NetworkTransform.Interpolate value on ownership loss as it does on Awake, so it assumes that the NetworkTransform will treat the interpolation even if NetworkTransform.Interpolate is false.
NetworkRigibody sets kinematic on a NetworkObject's Rigidbody before it is spawned (on Awake) to prevent the transform from being changed before knowing the actual ownership of the object. NetworkRigidbody2D follows the same pattern
Changelog