Search Unity

Joints connecting objects with NetworkTransforms

Discussion in 'Connected Games' started by mattnewport, Oct 26, 2017.

  1. mattnewport

    mattnewport

    Joined:
    Jan 29, 2016
    Posts:
    10
    I'm trying to understand how NetworkTransform is supposed to work with joints. If I want to attach two objects each with a NetworkTransform with a joint, should I create the joint on both the server and the clients? Or should I create the joint only on the server and rely on the NetworkTransform with SyncRigidBody3D TransformSyncMode? In my case one of the Rigidbodies is part of the Player GameObject and is kinematic and driven by local player input and the other is a non-player GameObject with a non kinematic Rigidbody.
     
  2. vis2k

    vis2k

    Joined:
    Sep 4, 2015
    Posts:
    3,303
    Not 100% sure what you mean, but NetworkTransform only uses the transform/rigdibody that it's attached to.
    For child objects you can use NetworkTransformChild.