Noel Stephens

Results 304 comments of Noel Stephens

> PostSpawn fires on all NetworkObjects' NetworkBehaviours after Spawn has fired on ALL NetworkObjects' NetworkBehaviours after a scene has loaded for a given client... they receive all NetworkObjects from the...

To make sure I understand: - In-Scene NetworkObject (root parent) - GameObject (1st child) (position is not 0,0,0 but never changes from its preset offset) - "Andy" NetworkObject (2nd child)...

@zachstronaut I think I can solve this by doing a recursive parent crawl: ```C# private NetworkObject GetNetworkObjectParent(Transform transform) { if (transform.parent != null) { var networkObject = transform.parent.GetComponent(); if (networkObject...

@zachstronaut So, after writing some more tests and looking further into this... I am wondering if there isn't something else you might be doing that could be impacting things? ###...

@zachstronaut > When ApplyTeleportingState runs for the first time on a remote client (via OnSynchronize), it receives that local position however it will apply the local Vec3 data as a...

> I’m starting a paternity leave now so unfortunately I’m not gonna be much help investigating this with you for about 4 weeks! 🥰On May 8, 2024, at 19:18, Noel...

@AsmPrgmC3 _(It was late and I see the disconnect... for some reason I was still looking at the authority side. Thank you for catching that!)_ > As for the synchronization...

@AsmPrgmC3 Indeed this does look like a bug and we need to make sure our integration tests includes testing server only. Unless you are using overrides for your prefabs, you...

Thank you for this report. Could you also let us know if you were using UTP/UnityTransport when this happened?