Closed Sphisis closed 3 years ago
Committing to within MTT-857 backlog item
Has this been fixed?
I was searching for the commit, but could not find it. I reported this issue some time ago in discord and also found the code location causing it:
Hi @Sphisis ,
Thanks for reporting this, and sorry for the long time to address. With the work we've been doing, most of the issues were already fixed, but there remained:
The PR https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1099 addresses these two. This is a PR towards the develop
branch, for now.
If you are able to try develop
, you can check it, once merged. If not, it should make it into a release eventually.
Any comments around the fix are welcome!
Thanks
Hi! I have a setup where I have clients and a headless server. Each client owns one object on the server and they are not destroyed on disconnect. Object ownerships are reclaimed by the clients on reconnection. In addition each client observes other players' objects only based on the distance from his own object. Player objects too far are invisible and unaware clients should not receive any traffic concerning them.
Describe the bug If object is set invisible to a client A, but visible for client B, client A still receives message sync messages when server changes the object state via NetworkVariable:
When client A owned object turns invisible, it causes client B report an error:
Finally if hidden object is destroyed, unaware clients report:
Expected outcome I would expect that clients unaware of a given object do not receive any information sent by it.
Environment (please complete the following information):