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fix: NetworkTransform was not ending extrapolation for some states. [MTT-4521] (#2170)
* update
working version that needs clean up
* update
Some touch ups and adjustments to the fix for the extrapolation issue.
* style
adding some minor comments
* update
Added comments and renamed a property.
* update
some code clean up and additional comments
* update
MTT-4521
updating changelog file
* update
MTT-4521
Renamed StopExtrapolatingLastState to TryToStopExtrapolatingLastState.
Added/adjusted comments.
* update
Applying suggested changes.
* update
removing some changes I made while testing out extrapolating past the target.
adjusted comment.
* style
adjusted comment for clarity purposes.
* test
Adding some of the tests. Still WIP, but wanted to see how the first completed test fairs in Yamato and on consoles.
* style
removing unused namespace.
* test update
Added a form of tick synchronization prior to making changes to the authoritative transform state.
* style
adjusting comments.
* test
- Added NetworkTransformParentedLocalSpaceTests with associated helper methods, components, and properties.
- Added an "Authority" suffixe to the Authority enums for better clarity when looking at the tests within test runner.
- Updated/added additional comments
* style
Making NetworkTransformParentedLocalSpaceTests singular (NetworkTransformParentedLocalSpaceTest)
* style
adding remarks around comments
* style
splitting the comment into a summary with remarks.
* style
updating a comment on the UpdateAuthoritativeState method.
* fix
Copy paste issue.
(need to revisit tests to see why they didn't catch this)
* fix
z component
* fix
using the eurlerAngles... that section of code was a mess!
(sorry!)
* update
Just adding some parenthesis per Kitty's suggestion.
* update and fix
Updated ApplyAuthoritativeState so that it is less complicated to follow.
Fixed another issue discovered where the replicated network state values were being used for resetting interpolators during spawn initialization. Since the replicated network state only has the most recent deltas at the time the NetworkObject is serialized, this would cause "seemingly random" late joining issues.
* test update
This validates the issue with the more recent updates that revealed the network state only having the most recent deltas and not the full transform state. This resulted in various "seemingly" random late join transform synchronization issues (specifically the scale that is not being synchronized when spawning NetworkObjects).
* update
removed the unnecessary else if (useInterpolatedValue) condition and re-organized it such that it checks to see if it needs to apply interpolation or just depends upon the state to apply the values directly.
Added additional comments about this area of the code and future improvements.
* fix
Removing unclamped slerp and lerp due to a few timing related issues. These issues should be solved before re-enabling any form of unclamped lerping/slerping with BufferedLinearInterpolator.
Added additional comments in some areas to be investigated for a potential fix.
* fix
temporarily disabling two editor based interpolator extrapolation based tests until I can refactor them to not take extrapolated values into consideration.
* fix
removing debug code used to verify NetworkTransform is not the only thing within NGO that fails when dropping packets (most likely to occur 20-30% drop rate).
* fix
Make sure to initialize based on whether it is set to world or local space.
* fix
When authority is applying the current position and rotation during OnNetworkSpawn, use the appropriate local vs world space values.
* update
Adding another fix to the change log
Co-authored-by: ashwini <[email protected]>
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
+7-3Lines changed: 7 additions & 3 deletions
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@@ -11,11 +11,15 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by ClientRpcParams. (#2144)
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- Fixed RPC codegen failing to choose the correct extension methods for FastBufferReader and FastBufferWriter when the parameters were a generic type (i.e., List<int>) and extensions for multiple instantiations of that type have been defined (i.e., List<int> and List<string>) (#2142)
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- Fixed issue where `NetworkTransform` was not ending extrapolation for the previous state causing non-authoritative instances to become out of synch. (#2170)
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- Fixed issue where `NetworkTransform` was not continuing to interpolate for the remainder of the associated tick period. (#2170)
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- Fixed issue during `NetworkTransform.OnNetworkSpawn` for non-authoritative instances where it was initializing interpolators with the replicated network state which now only contains the transform deltas that occurred during a network tick and not the entire transform state. (#2170)
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- Fixed issue where `NetworkTransform` was not honoring the InLocalSpace property on the authority side during OnNetworkSpawn. (#2170)
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- Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158)
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- Fixed throwing an exception in OnNetworkUpdate causing other OnNetworkUpdate calls to not be executed. (#1739)
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- Fixed warning resulting from a stray NetworkAnimator.meta file (#2153)
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- Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by `ClientRpcParams`. (#2144)
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- Fixed RPC codegen failing to choose the correct extension methods for `FastBufferReader` and `FastBufferWriter` when the parameters were a generic type (i.e., List<int>) and extensions for multiple instantiations of that type have been defined (i.e., List<int> and List<string>) (#2142)
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- Fixed throwing an exception in `OnNetworkUpdate` causing other `OnNetworkUpdate` calls to not be executed. (#1739)
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