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Network Children Identities

Open LSXPrime opened this issue 3 years ago • 0 comments

When I make GameObject with LiteNetLib Identity & add some other GameObjects with LiteNetLibIdentities as Childrens to the GameObject mentioned above , only the first child get Initial() called & get ObjectId , others don't get ObjectId which makes them function less.

If I Spawned the Parent Object with Children , this happens , but if I Spawned Children one by one they get ObjectId & work , but I already having the Parent as Scene Objects like Car (The Parent Object) and Car Seats (The Children Objects).

I test them using the Latest version & 1 year ago Version , both of them gives the same result.

Any Solution for that ?

  • another question , what you would recommend me for Survival/Shooter MMO to sync the Player Movement , Sync the position using LiteNetLibTransform or sync the Input and let the clients do the physics or sync the Input and let the Server do physics then sync Transform to all clients ?

  • another question , I know I am asking a lot , I don't know if that LNLManager Bug or Unity one but , I created Networked Wildlife AI and gave it CapsuleCollider to get detected by other enemies , when I send the animal to satisfy area where he get his life need satisfied it doesn't get detected by the SatisfyArea OnTriggerEnter(Collider other) function even if the animal CapsuleCollider was isTrigger on or not , I have CapsuleCollider on the SatisfyArea Object with big radius and isTrigger on , does that make any sense ?

LSXPrime avatar Apr 10 '22 01:04 LSXPrime