Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Network Rigidbody Reliable not syncing rotation #3799

Closed
DovydasAL opened this issue Apr 4, 2024 · 1 comment
Closed

Network Rigidbody Reliable not syncing rotation #3799

DovydasAL opened this issue Apr 4, 2024 · 1 comment

Comments

@DovydasAL
Copy link

Describe the bug
When a network rigid body reliable is attached to an object, the rotation is not synced between clients.

[IMPORTANT] How can we reproduce the issue, step by step:
Please tell us how to reproduce your issue, STEP BY STEP, with one of our built in examples.

  1. Create a player object with a network rigid body reliable on it, and join as two separate clients.
  2. Note that movement is synchronized but rotation is not.

Expected behavior
Rotation is synced

Screenshots

Desktop (please complete the following information):

  • OS: Windows
  • Build target: Windows
  • Unity version: 2022.3.22f1
  • Mirror branch: Unsure, version is 89.0.0
@MrGadget1024
Copy link
Collaborator

NetworkRigidbodyReliable inherits NetworkTransformReliable (NTR) which handles the rotation, and we have several examples with NTR that work fine.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants