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Fixed

Fixed in 2.4.0

Votes

0

Found in [Package]

netcode-gameobjects-2.3.2

Issue ID

MTTB-1334

Regression

Yes

NetworkTransform non-authority cannot change non-synchronized axis

Package: Multiplayer Netcode for GameObjects

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The ForumSupport-939437 issue was investigated and determined to be a valid issue for v2.x versions of NGO.

Steps to reproduce:

  • Create a network prefab with a custom NetworkTransform component that contains the following functionality:

* AuthorityMotion:* Continually update the synchronized axis.
* NonAuthMotion:* Continually update the non-synchronized axis using a value that is deterministic on all cloned instances.
* FollowObject:* Does nothing but parent the main camera under the spawned instance (assuming a test, there never needs to ever be more than one instance spawned). This makes it easier to visually see motion is not being properly updated on the non-authority instance(s) non-synchronized axis.

  • Create an in-scene placed NetworkObject that includes a NetworkBehaviour script that spawns an instance when invoked on the authority instance.
  • Start a session and join 1 or more clients to the session

You could accomplish the above by modifying the test component used to validate the fix for this issue:
NetworkTransformNonAuthorityTests.NetworkTransformTestComponent

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Actual results: 
The non-authority instances will always have their non-synchronized axis reset back to the last authoritative full state update.

Expected results: 
The non-authority instances can make deterministic changes to non-synchronized axis and expect the changes to persist from frame to frame.

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Reproducible with versions: 
All of NGO v2.x.

Not reproducible with versions: 
NGO v1.x

Can’t test with versions: 

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Tested on (OS): 
Windows and the OS/platforms the two users were using when discovering this issue.

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Notes:

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