Open dudeofawesome opened 2 years ago
Isn't the server overriding the local settings the documented behavior? In that case this would rather be a feature request than a bug.
I also have trouble with the AdvancedEditingMode keybindings though :)
I'm seeing a possibly related issue: any keybind I change from default on the server seems to fail to get loaded properly on the client even when hotkey syncing is on.
Example: I changed the key for entering advanced build mode from F1 to F6, however when connecting to the server:
[Info : Unity Log] Loading config section AdvancedBuildingMode
[Info : Unity Log] Loading key enterAdvancedBuildingMode
[Warning: Unity Log] Could not load data of type UnityEngine.KeyCode for key enterAdvancedBuildingMode
May file a separate issue, but not yet sure the issue isn't on my end.
My understanding is that serverSyncHotkeys = false
would allow each client to set their own custom hotkeys for each enabled section. Am I misunderstanding this option?
I'm experiencing the same issue with serverSyncHotkeys = false
not working. I have the setting set to false
on both my server and my local config, but am seeing the same behavior as @dudeofawesome .
The issue still seems to reproduce. While "serverSyncHotkeys = true", on both server and client, the server's hotkeys are enforced in multi-player; after setting "serverSyncHotkeys = false" on both client and server, the server's hotkeys are still enforced.
Tested with hotkeys: ; Roll forwards on hot key pressed. rollForwards = Mouse4 ; Roll backwards on hot key pressed. rollBackwards = Mouse3
Describe the bug
Custom keybinds like 1st person toggle and rolling work fine in single player, but when connecting to a multiplayer server, they seem reset to defaults. If I choose to sync the server's keybinds, then they work according to the server's settings, but I can't find a way to get my client's keybinds to be used.
To Reproduce
Steps for the devs to reproduce the behavior:
serverSyncsConfig = true
on client and serverserverSyncHotkeys = false
on client and serverExpected behavior
Being able to set custom hotkeys per client in multiplayer
Troubleshooting
See the description above.
Additional context
=
, eg:rollForwards = T
. It looks like there at least used to be a bug related to this; maybe there's been a regression?I've noticed in the client logs, there's messages about not invalid settings when loading the synced settings