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Fixed in 5.5.0

Votes

1

Found in

5.3.5f1

Issue ID

813165

Regression

No

[Standalone] Unity 5 Unet Network Rigidbody Syncing - Client sinking through objects

Networking

-

Steps to reproduce:
1. Open attached project "RigidbodySyncExample.zip"
2. Build windows standalone with "Offline" and "Online" scenes.
3. Open standalone.
4. Select "Host".

5. Open "Offline" scene in the editor.
6. Press play.
7. Connect to localhost.

8. In host press "space" to reset balls position.
9. Select the ball in editor debug window.
10. NetworkTransform.TargetSyncPosition.y starts decreasing even when the ball is not moving.
11. After it reaches about 0.95 ball starts bouncing (Time to reach 0.95 seems random. Reset balls position a few times if it is slow)

Expected behavior: Ball behaves in client same as in host.

Actual behavior: Client ball fails to sync properly and starts jumping around.

Reproduced with: 5.2.4f1, 5.3.5f1, 5.4.0b25, 5.4.0f1, 5.5.0a3

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