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[New NetCode 0.3.0 PredictedGhostSpawn Bug] client spawned PredictedGhostSpawnEntity Can't detect

Discussion in 'NetCode for ECS' started by cdm456852, Aug 24, 2020.

  1. cdm456852

    cdm456852

    Joined:
    Nov 21, 2017
    Posts:
    33
    In some cases This spawnlist's length would be zero, So in this situation the ghost entity that client spawned will not be detected and then there will be two entities, One from the server and one from the client predicted spawned.
     

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  2. timjohansson

    timjohansson

    Unity Technologies

    Joined:
    Jul 13, 2016
    Posts:
    473
    It is possible for the list to be empty when there are mis-predictions. In those cases you will see two projectiles for a few frames, but the mis-predicted client spawn is deleted after a while (RTT+interpolation delay).
    Are you seeing a different behavior than that?
     
  3. cdm456852

    cdm456852

    Joined:
    Nov 21, 2017
    Posts:
    33
    Hi! What I saw is that the mis-predicted client spawn is not deleted and still exists for an unlimited time.
     
  4. timjohansson

    timjohansson

    Unity Technologies

    Joined:
    Jul 13, 2016
    Posts:
    473
    Thanks, I could reproduce that issue, we'll get that fixed
     
  5. cdm456852

    cdm456852

    Joined:
    Nov 21, 2017
    Posts:
    33
    Got it, Thank you a lot.;)