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Description
Maybe this will be solved with other upcoming fixes regarding NetworkTransform synchronization, but since I could still reproduce it with the develop branch, I am reporting it just to be safe.
Description
When a NetworkObject with a ClientNetworkTransform is owned by a client (not host) while another client joins, the newly joined client is able to move the object locally, until the owning client moves the object at least once.
Reproduce Steps
Requires at least 3 instances
Requires an active NetworkObject with a ClientNetworkTransform in the scene where a client can take ownership of
- Start a host
- Start client 1
- Have at least one NetworkObject with a ClientNetworkTransform that is owned by client 1
- Start client 2
- Move the object from (3.) on client 2 -> The object is moving, although is should not
- Move the object on client 1 (owner)
- Move the object on client 2 -> The object is not moving anymore, as it should
There is not much involved in reproducing the issue, but I can provide a very minimal project where I could reproduce it in the editor.
Environment
- OS: Windows 10
- Unity Version: 2021.3.24f1
- Netcode Version: 1.5.1 and develop branch (both same behaviour)
Additional Context
Both in-scene objects and spawned objects behave like this.
Does not seem to be connected to half-precision or interpolation unlike other recent NetworkTransform issues.