High tickrate NT rotation bug
Unity version: 2022.3.16f1 Fish-Networking version: 4.1.2 Pro Discord link: https://discord.com/channels/424284635074134018/1034477094731784302/1216771439286550588
Description At high tickrate (128) NT rotation on client auth not sending correctly to clients. When player moving (position changed) rotation not syncing. When player stops or after some time, rotation insta setted to last value. Checked with parrelsync, on server instance rotation is correct, but on non owner clients its bugging. Network LOD disabled.
Replication Set tickrate 128 Any 3d project with moving and rotating players.
Expected behavior Normal rotation sync
Screenshots Video
Does it have to be moving as well or will just rotating cause it?
It happens when player moving or jumping (position change), when hold still rotation sync works fine. My game need to have high physics tickrate, so i just change timemanager to unity physics, manual setup physics and set tickrate to 30. Its my workaround for this issue and i guess good for bandwidth.
Alright I'll take a look before the release of 4.2 (next version). Hopefully I can get it resolved then but bumping the prediction 2 release has priority. If not then, I will next.
I had a chance to try and replicate but could not. This is most likely due to your setup being so unique. I can take a look if you provide a very simple test project please.
Also note: using Unity Physics on the TimeManager will cause jitter in NetworkTransform. I think I can add a feature in for your usage though; please send me a DM on discord.
Issue reporter indicated bug could not be reproduced in new project, and issue went away in their project.