Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
5.3.0b4
Issue ID
740250
Regression
No
Changing of Transform Scale is not synced by Network Transform
This issue has no description.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [XR] Input is not registered and headset view is headlocked after entering Play Mode with Meta XR SDK on 6000.0.0b16 and higher
- Crash on RtlLookupFunctionEntry when using 10 or more GameObjects with Articulation Body component in the scene
- Polygons are created on the opposite side of the Sprite when the Sprite boundaries are above the edge of the Texture
- Render Graph Viewer Resource list becomes shrunk after using a filter that yields no results
- [Android] [Vulkan] "VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT" not added on some Android devices in "com.unity3d.player.UnityPlayerActivity/2D Colour Attachement"
AngelGabriel
Jul 09, 2018 06:59
Until Unity either addresses this issue (or redefines what "Transform" is or renames "NetworkTransform") here's a script that works for me:
using UnityEngine;
using UnityEngine.Networking;
/// <summary>
/// Fix so that localScale is also updated by NetworkTransform
/// </summary>
[RequireComponent(typeof(NetworkTransform))]
public class NetworkTransformScale : NetworkBehaviour {
[SyncVar]
Vector3 localScale;
void Start () {
UpdateLocalScale();
}
void Update () {
UpdateLocalScale();
}
void UpdateLocalScale() {
if (hasAuthority) {
localScale = transform.localScale;
} else {
transform.localScale = localScale;
}
}
override public int GetNetworkChannel() {
return GetComponent<NetworkTransform>().GetNetworkChannel();
}
override public float GetNetworkSendInterval() {
return GetComponent<NetworkTransform>().GetNetworkSendInterval();
}
}
Ryanupinhere
Aug 07, 2016 20:41
It says a workaround is possible. Could someone enlighten me?