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Support for networking physics

Open Wisdom-Kim opened this issue 2 years ago • 3 comments

Describe the bug 💬

To implement real-time multiplayer functionality, we used syncedRoom and playerSync.

However, when two browsers access the same URL, the character of the first browser does not already exist, but two characters are created and manipulated at the same time. Afterwards, the second character is created in the initial position in the first browser, and these characters do not affect the position of the characters in each browser.

Also, after adding the syncedRoom and Player Sync, the camera doesn't follow the character like before.

Operating System 👩‍💻

Windows

What browsers are you seeing the problem on? 🏄‍♂️

Chrome

Editor Version 🎲

2021.3

Needle Exporter version

2.67.13-pre

Project Info (Unity only) 📜

{
  "ExportInfoGameObjectName": "Export",
  "ExportInfoGameObjectIsEnabled": true,
  "UnityProjectPath": "C:/Users/wisdom99/Desktop/capstone2/New Unity Project/Assets",
  "UnityVersion": "2021.3.23f1",
  "SceneName": "1차시도",
  "ProjectPath": "Library/Needle/Sample",
  "ProjectDirectoryExists": true,
  "ProjectIsInstalled": true,
  "NeedleEngineInstalled": true,
  "HasNodeInstalled": true,
  "NodeVersion": "v16.13.1",
  "NpmVersion": "8.3.0",
  "TypescriptVersion": "'\u0000t\u0000s\u0000c\u0000'\u0000@�(\u0000��)\u0000 \u0000���� \u0000\u0010��� \u0000xƀ� \u0000��9�,\u0000 \u0000�‰�`� \u0000\u0018� \u0000�ǔ� \u0000\u0004�\\�����,\u0000 \u0000\u0010���; \u0000; \u00000�X� \u0000\f�|�t� \u0000D�ٲȲ�.\u0000; \u0000; \u0000",
  "HasTokTxInstalled": true,
  "HasMinimumToktxVersionInstalled": false,
  "RenderPipeline": "Built-in",
  "GzipEnabled": false,
  "NeedleEngineExporterVersion": "2.67.13-pre",
  "NeedleEngineVersion": "2.67.13-pre",
  "NeedleEngineExporterPath": "Packages/com.needle.engine-exporter/package.json",
  "NeedleEnginePath": "Packages/com.needle.engine/package.json",
  "FileStats": "By Type:\r\n•\t.glb →  x 3 = 5.9 mb\r\n•\t<b>Total = 5.9 mb</b>\r\n----\r\nBy Directory:\r\n•\tassets →  x 3 = 5.9 mb\r\n",
  "NeedleComponentsInScene": [
    "Needle.Engine.ExportInfo",
    "Needle.Engine.Codegen.ComponentGenerator",
    "Needle.Engine.Deployment.DeployToGlitch",
    "Needle.Engine.Deployment.DeployToFTP",
    "Needle.Engine.Components.GltfObject",
    "Needle.Engine.Components.ObjectRaycaster",
    "Needle.Engine.Components.WebARSessionRoot",
    "Needle.Engine.Components.WebXR",
    "Needle.Engine.Components.OrbitControls",
    "Needle.Engine.Components.SmoothFollow",
    "Needle.Typescript.GeneratedComponents.PlayAnimationOnTrigger",
    "Needle.Engine.AdditionalData.AnimationData",
    "Needle.Typescript.GeneratedComponents.PhysicsTrigger",
    "Needle.Typescript.GeneratedComponents.AutoReset",
    "Needle.Engine.Components.XRRig",
    "Needle.Engine.Components.Networking",
    "Needle.Engine.Components.SyncedRoom",
    "Needle.Engine.Components.PlayerSync"
  ],
  "TypeCacheIsDirty": false,
  "TypeScriptTypes": []
}

Steps to reproduce 🔢

1. starting server
2. open more than one browser

Reproduction ♻

https://livecauac-my.sharepoint.com/:u:/g/personal/cocoa389_cau_ac_kr/EVHiQPPFgw9OouhkcNiMcDYBEUOBg8lRjGT6z-60uVwRRg?e=MjZQ9y

Validations 🩹

Wisdom-Kim avatar May 01 '23 20:05 Wisdom-Kim

Can you update to the latest 3.x version? We're pretty sure networking is working (using and testing it regularly).

hybridherbst avatar May 01 '23 20:05 hybridherbst

Discord post: https://discord.com/channels/717429793926283276/1101576389439791104

marwie avatar May 01 '23 20:05 marwie

Hello @Wisdom-Kim the problem here is that you try to combine a component that doesnt handle networking ownership (the experimental CharacterControllerInput) and that's why ever connected user controls all instantiated avatars. I'll take a look at adding support for that

marwie avatar May 02 '23 10:05 marwie