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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -14,6 +14,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Fixed exception being thrown when a `GameObject` with an associated `NetworkTransform` is disabled. (#3243)
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- Fixed `NetworkObject.DeferDespawn` to respect the `DestroyGameObject` parameter. (#3219)
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- Fixed issue where a `NetworkObject` with nested `NetworkTransform` components of varying authority modes was not being taken into consideration and would break both the initial `NetworkTransform` synchronization and fail to properly handle synchronized state updates of the nested `NetworkTransform` components. (#3209)
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- Fixed issue with distributing parented children that have the distributable and/or transferrable permissions set and have the same owner as the root parent, that has the distributable permission set, were not being distributed to the same client upon the owning client disconnecting when using a distributed authority network topology. (#3203)
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- Fixed issue where a spawned `NetworkObject` that was registered with a prefab handler and owned by a client would invoke destroy more than once on the host-server side if the client disconnected while the `NetworkObject` was still spawned. (#3200)
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- Fixed issue where `NetworkVariableBase` derived classes were not being re-initialized if the associated `NetworkObject` instance was not destroyed and re-spawned. (#3181)
// Handle the first/root NetworkTransform slightly differently to have a sequenced synchronization of like authority nested NetworkTransform components
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if(m_IsFirstNetworkTransform)
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{
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child.ApplyPlayerTransformState();
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// Assure the NetworkTransform has the synchronizing flag set so the server runs through the final post initialization steps
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SynchronizeState.IsSynchronizing=true;
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// Assure the SynchronizeState matches the initial prefab's values for each associated NetworkTransfrom (this includes root + all children)
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