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fix: Nested NetworkTransform synchronization fails when parent has non-Vector3.one scale [MTT-6304] (#2538)
* fix
This fixes an issue with interpolation causing nonauthoritative NetworkTransform instances to not properly reflect the final axis values when parenting changes.
* test
Updating the parenting test to validate the fix for parenting a nested NetworkTransform and assuring that values are the same.
* fix
Handle the condition that no new states have been pushed for a late joining client.
(i.e. it just synchronized a nested NetworkTransform and that is it)
* test
Did an overhaul on the parented NetworkTransformTest (formerly NetworkTransformParentedLocalSpaceTest), renamed it to ParentedNetworkTransformTest, and now it tests both world and local space values depending upon how the NetworkObject is parented.
* style
removing commented out code.
* update
Adding entry to changelog
* fix
Migrating SetStateInternal into the Initialization method so it handles change of ownership.
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -15,6 +15,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
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- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
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- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543)
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- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
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- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
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- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
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- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
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