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(Critical Bug on NGO 2.2.0) Child NetworkTransforms (Owner Authority) causes the main NetworkTransform (Server Authority) in the root/parent to stop synching between client and host. #3205

@Xeynt

Description

@Xeynt

Unity 6000
Netcode 2.2.0
1x Editor, 1x Windows Build

Child NetworkTransforms (Owner Authority) causes the main NetworkTransform (Server Authority) in the root/parent to stop synching with client.

Edit:
I've even tested this by simply removing all Nested NetworkTransform, leaving only the main root NetworkTransform on the Player Network Object/Prefab.
I then create a new empty gameobject inside the PlayerObject, attach a NetworkTransform, set it to Owner Authority, and the issue is replicated. The Root NetworkTransform no longer syncs between the Host and Client player.

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Here’s my Player Object NetworkTransform Setup:

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And here’s the 4 NetworkTransforms setup attached in the children of the Player Object above:

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My Setup: (The highlighted gameobjects have NetworkTransforms attached to them, only the one in the root object "Porky" has been set to "Server" Authority. The rest of the NetworkTransforms have been set to "Owner" Authority and the "Local Space" checkbox is ticked as seen)

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I'm also using the Unity Rig Package components here:

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The Issue:
On 1 of the non-hosting Client, I press the arrow keys to move the character. The input is sent to the hosting player/server and the server takes the input and moves the playerobject while the networktransform syncs the position of the playerobject with the client. This works with no issues UNTIL I attach 4 new networktransform component to the children objects/IK (Head, Spine, Hand, Gun). With these new components attached, the Player Object only moves on the Server side. The PlayerObject’s NetworkTransform does not sync the movement back to the client. However the 4 new NetworkTransform components on the children object syncs with the Server with no issues.

To summarize what I’m trying to do:

  1. 4 IK/GameObjects (Children of the Player Object) that are moved on the Client side when the player moves the cursor (Gun, Spine, Head, Hand). These 4 objects have each their own NetworkTransform component attached to them. (These are all set to “Owner” Authority)
    2.. Player movement is handled on the Server side (The main Player Object has a NetworkTransform set to “Server” Authority.)I’m using a mixture of the “constraints” component in the unity’s rig package to move the character’s IK/bones. This is a similar setup rig setup I have which is based of this tutorial:
    https://youtu.be/fB0P0C_3sPU?si=l2EofpT0Zs_pa-kI

I need to know if this is a bug/limitation or if it is something I did wrong in my setup that is causing this issue.

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priority:highThis issue has high priority and we are focusing to resolve itstat:importedStatus - Issue is tracked internally at Unitytype:bugBug Report

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