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Networking breaks 2D physics collisions

Discussion in '5.5 Beta' started by darthbator, Nov 19, 2016.

  1. darthbator

    darthbator

    Joined:
    Jan 21, 2012
    Posts:
    169
    So after a ton of somewhat heartbreaking testing I seem to have come to the conclusion that networking appears to break 2D physics in unity 5.5. Or possibly that rigidbody2D objects that contain a NetworkIdentity are not able to collide with objects that do not contain a network identity? Either way no collision messages appear to be sent and no objects seem to collide with one another once a "host" has been established. This pretty much breaks everything that I'm working on so I'm currently in the process of rolling back. Is this some manner of expected undocumented behavior related to the new physics2D improvements or is the new system simply bugged for use over the network?
     
  2. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    Hi darthbator,
    Thank you for reporting this. That sounds like a bug to me. Could you please file a bug report with a minimal reproduction case and reply in this thread with the case #?