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NRE Transform for Predicted pooled objects #792
Comments
Is this new to 4.5.0 or have you always had this issue? |
Error in SendToServer always has been. At least since version 3.11.x |
This does seem to only happen on pooled objects, while clientHost. I'm not 100% sure if predicted spawning is part of the problem. None the less, long as there isn't another sneaky scenario, it appears to be resolved in 4.5.1 (release pending). |
- Fixed nested scene NetworkObjects not spawning (#791). - Added 'Rebuild Selected Scene's Ids' (#789). - Improved SyncList, removed unused code. (#785). - Fixed incorrect equality check in SyncList.Set (#784). - Improved readability for clientHost renderer update methods. - Improved Dictionaries utilities, removed unused code. - Fixed collection modified error in ServerObjects.Observers, introduced in 4.5.0 dev branch. - Fixed NetworkTransform sometimes causing null reference errors with predicted spawning (#792). - Fixed predicted spawning no longer sends spawn message back to predicted spawner; only confirmation message. - Improved removed unused code in NetworkAnimator. - Fixed null check order on NetworkAnimator._canSynchronizeAnimator (#794).
- Fixed nested scene NetworkObjects not spawning (#791). - Added 'Rebuild Selected Scene's Ids' (#789). - Improved SyncList, removed unused code. (#785). - Fixed incorrect equality check in SyncList.Set (#784). - Improved readability for clientHost renderer update methods. - Improved Dictionaries utilities, removed unused code. - Fixed collection modified error in ServerObjects.Observers, introduced in 4.5.0 dev branch. - Fixed NetworkTransform sometimes causing null reference errors with predicted spawning (#792). - Fixed predicted spawning no longer sends spawn message back to predicted spawner; only confirmation message. - Improved removed unused code in NetworkAnimator. - Fixed null check order on NetworkAnimator._canSynchronizeAnimator (#794).
General
Unity version: 2021.3.18f1
Fish-Networking version: 4.5.0R Pro
Discord link: https://discord.com/channels/424284635074134018/1293524096423825439
Description
In the example, the server and client load the global game scene.
After the client initializes, both start spawning SimpleBullet every 300ms.
The SimpleBullet is a pooled object that allows for predicting spawn/despawn.
The blue bullet in the screenshots represents is own object, while the grey one represents the other player.
After several seconds, numerous NRE appear on both the server and client, along with some strange warnings. All network objects are spawned.
Replication
Steps to reproduce the behaviour:
Expected behavior
No NRE, correct spawn and sync objects position.
Video
Spawn both: https://youtu.be/Lxzno9cXi5k
Spawn only client: https://youtu.be/GDXOvcaCP-g
Package
NrePredict.Report.091024.unitypackage.zip
Screenshots
Spawn bullet
Despawn bullet
Server error 1 (NRE SendToServer)
Server error 2 (NRE SendToClients)
Client error (NRE OnStartNetwork)
Client error (RPCLink not be found)
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