Description
When a child with a NetworkTransform of a Networkobject was moved before a client connects, the initial pose is not synced to the client. When it moves again after connecting, it is synced correctly. This seems to only occur, if interpolation on the NetworkTransform is on.
Reproduce Steps
- Create a NetworkObject with a child-object with a NetworkTransform component
- Assign it as PlayerPrefab
- Start host in instance 1 -> player spawns
- Move the child with the NetworkTransform
- Start client in instance 2 -> both player objects spawn on the client, but both are at the default position
- Move the child again on the host -> now the position is synced on the client
(The issue is not specific to the player object, it was just easier to test with the automatic spawning of players)
Actual Outcome
If interpolate was active on the NetworkTransform, the hosts player object appears at its default position on the client instead of the position it was moved to.
Expected Outcome
Initial position should always be synced just like for NetworkTransforms on the root of the NetworkObject
Environment
- OS: Windows 10
- Unity Version: 2021.3.11f1
- Netcode Version: 1.1.0
Description
When a child with a NetworkTransform of a Networkobject was moved before a client connects, the initial pose is not synced to the client. When it moves again after connecting, it is synced correctly. This seems to only occur, if interpolation on the NetworkTransform is on.
Reproduce Steps
(The issue is not specific to the player object, it was just easier to test with the automatic spawning of players)
Actual Outcome
If interpolate was active on the NetworkTransform, the hosts player object appears at its default position on the client instead of the position it was moved to.
Expected Outcome
Initial position should always be synced just like for NetworkTransforms on the root of the NetworkObject
Environment