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Description
Describe the bug
I have a Server and Client setup (not Host).
Have a player prefab that is a simple sphere. Added a default NetworkObject and NetworkTransform to it.
It is added to the NetworkingManager's NetworkedPrefabs list and set to be the only one with Default Player Prefab checked
Start Server
Start Client A
Player A is created on Client A at the correct position passed into ConnectionApprovalDelegate
Move PlayerA.gameObject.transform.position to new location. It is correctly shown on Client A. But the transform on the server for PlayerA is unchanged (not sure if this is correct).
Start Client B
Player B is created on Client B at the correct position passed into ConnectionApprovalDelegate
But the location of Player A on Client B is at its creation location; not its current location as is shown on Client A. (BUG)
I have also tried setting Player's gameObject.transform.position in NetworkingManager.Singleton.OnClientConnectedCallback on the Server or the Client. The bug is still there.
Environment (please complete the following information):
- OS: Windows 10
- Unity Version: 2019.3.5.f1
- MLAPI Version: 11.11.0