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ClientNetworkTransform does not seem to sync if semi-far away from source

Discussion in 'Netcode for GameObjects' started by TestifyNow, Nov 6, 2022.

  1. TestifyNow

    TestifyNow

    Joined:
    Feb 9, 2016
    Posts:
    24
    Imagine situation:

    Client connects to host, and his 'player prefab' is spawned automatically via networkmanager which is default behaviour.

    Now this player prefab instance is correctly placed for client, who is owner of the object. He can run around the map on his own screen, but for host, he is still at 0,0,0, just rotating around, and not moving.
    Now, when I grab this player object on host via transform tool, and move him close enough ~~ 50 meters to the actual position he is on his own screen, then the player instance snaps to the correct place and can no longer be moved on host (which is how it should work in the first place).

    What's going on?
     
  2. TestifyNow

    TestifyNow

    Joined:
    Feb 9, 2016
    Posts:
    24
    It's lovely to see such an amazing support from all the Unity devs. You're truly outstanding, never change please.
     
  3. TestifyNow

    TestifyNow

    Joined:
    Feb 9, 2016
    Posts:
    24
    Thanks for nothing Unity.

    Interpolation is broken, turning off interpolation in networktransform fixes the problem. I hope this gets fixed.