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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

3

Found in

5.3.0f4

Issue ID

753138

Regression

No

NetworkTransform sync Transform doesn't interpolate correctly

Networking

-

What happened
If you setup NetworkTransform to sync the Transform, it doesn't smoothly interpolate.

---please see attached video in comment

How we can reproduce it using the example you attached
1 Open attached project
2 Build and Run Standalone
3 Press Play in Editor
4 Make one host, the other connect as Client
5 try moving the character and notice how the red ball (which is the network transform visualizer) shows that for some reason the interpolation isn't working, the red ball always is on the same spot and the capsule jumps around instead of smoothly interpolating.

BTW if I change this to use CharacterController (so add CharacterController component to Character, change NetworkTransform to sync CharacterController) it will work properly, i.e. red ball moves first and capsule catches up to it.
Also it works with "Sync Rigidbody 3D"

Comments (5)

  1. Specu

    Dec 20, 2018 12:53

    2019 alpha version, still not fixed ;/

  2. Devil_Inside

    Jan 03, 2018 11:17

    So what's up with this? 2017.3 and the issue is still there? Seems like basic functionality, how come this has'n been fixed yet?

  3. iradicatoratfb

    Jun 12, 2017 06:11

    Same problem in 5.5.1f1.
    What's the ETA on fixing it?

  4. Catze

    Jun 08, 2017 01:13

    still bugged for me in version 5.6.1. will this ever be fixed?

  5. gogiii

    Jun 26, 2016 21:52

    Same on 5.1.1f1.
    NetworkTransform won't interpolate positions and rotations with Transform Sync Mode: Sync Transform.
    This ends up with choppy movement.
    Also targetSyncPosition is Vector3.Zero and NetworkTransformVisualizer always points to scene center (Vector3.Zero).
    Functionality seems to be broken.

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