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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How does the client synchronize to the server #2841
Hello guys, I am developing a project using LAN synchronization, I encountered a problem when I do it again, two player information synchronization I have done, but there are other objects in my scene also need to synchronize, for example, there is a ball in the scene, the ball can be caught in the hand or (client + server), (Client + server) Sync to client I found no problem, but in my client there is no way to move this ball it should be locked all the time in sync?
The object has a Network GameObject and ClientNetworkTransform attached to it.
I can't find the way, whether there is a solution my project is about to reach node.
netcode for gameobjects version :1.7.1
Unity version 2022.3.2
Are you making sure to change ownership when you exchange the ball from one client (or host) to another?
The owner of the NeworkObject is the authority over the ClientNetworkTransform.
Hello guys, I am developing a project using LAN synchronization, I encountered a problem when I do it again, two player information synchronization I have done, but there are other objects in my scene also need to synchronize, for example, there is a ball in the scene, the ball can be caught in the hand or (client + server), (Client + server) Sync to client I found no problem, but in my client there is no way to move this ball it should be locked all the time in sync? The object has a Network GameObject and ClientNetworkTransform attached to it. I can't find the way, whether there is a solution my project is about to reach node.
netcode for gameobjects version :1.7.1 Unity version 2022.3.2