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Working with joints

Discussion in 'Multiplayer' started by Kiwasi, Aug 4, 2015.

  1. Kiwasi

    Kiwasi

    Joined:
    Dec 5, 2013
    Posts:
    16,860
    So I figured giving networking a go would be a good idea now that 5.1 is out.

    However I'm having significant trouble with getting joints to work nicely. I've got a series of ridgidbody2D's connected by spring joints. Under normal situations when I move one of them up slightly I get a nice wave propagating through the scene.

    Once I add a NetworkIdentity to these objects they seem to totally ignore the joints. Adding a NetworkTransform with TransformSyncMode set to SyncRidgidbody2D seems to make no difference.

    Is there anything special I need to do to get joints to cooperate with the network? Any advice would be appreciated. Without the joints I don't really have a game.
     
  2. Kiwasi

    Kiwasi

    Joined:
    Dec 5, 2013
    Posts:
    16,860
    Okay, built a simple test scene to check what was going wrong. It turns out that two scene objects with network identities on them loose there sense of the joint between them when they are created. According to the inspector everything is normal. Not sure why this happens, but I will submit a bug report.

    In the mean time I can work around it using procedural generation.

    Edit: Bug report case 717586
     
    Last edited: Aug 5, 2015