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XR interactable GameObjects are not syncing properly over the network when being grabbed from XR interactable sockets



Reproduction steps:

# Open the user’s attached project “”
# Build for PC Standalone
# Enter Play Mode in Editor
# In the Hierarchy window click Managers > Login Manager and press the Connect to Photon Server button
# In the Hierarchy window click Managers > Labs Room Manager and press the Join Peerium Labs Room button
# Open the Scene window
# To connect to the second player, go to the folder that contains the built PC Standalone
# Run the “Peerium Labs.exe”
# Click on "Log In" using the controller, enter the username and enter the name, then confirm and press "Connect"
# To join the first user, walk over to the light green canvas and press the "Enter the Lab" button
# Go over to the Red GameObject that is placed on the metal table and attempt to pick it up and move it away from the table, keep an eye on the Editor Scene view to see the issue

Expected result: The GameObject is syncing properly
Actual result: The GameObject isn't syncing up, and is shaking

Reproducible with: 2021.3.2f1
Could not test with: 2020.3.39f1, 2021.3.10f1, 2022.1.17f1, 2022.2.0b8, 2023.1.0a10 Texture2D' does not contain a definition for 'Reinitialize' and no accessible extension method 'Reinitialize' accepting a first argument of type 'Texture2D' could be found

Reproducible with devices:
VLNQA00379, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650

Reproduced on:
Windows 10 Pro 21H2


* The project uses Photon PUN
* The GameObject syncs fine when it has nothing to do with a socket
* See the user's attached reproduction video “peerium_labs_URP_SimplifiedForNetworkSockedIssueRepro - MainMenuVR - Windows, Mac, Linux - Unity 2021.3.2f1 _DX11_ 2022-08-19 16-18-44.mp4”

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