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Fixed

Fixed in 1.3.0

Votes

0

Found in [Package]

1.2.0

1.3.0

Issue ID

N4EBUG-81

Regression

No

[DOTS][NetCode for Entities] Predicted Spawned Ghost that affects other ghosts does not preserve prediction correctness

Package: Unity Netcode

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Reproduction steps:
1. Open the attached project "ReproProject"
2. Open the "Assets/Scenes/SampleScene.unity" scene
3. In the PlayMode Tools Window at (menu: Multiplayer > Window: PlayMode Tools), set an RTT Delay (+ms)
4. Enter Play Mode
5. Observe the Console Window

Expected result: Between ticks 90-100, the synced value should be "0/0," shifting to "1/0" post-tick 100 and reaching "1/1" by tick 105 consistently
Actual result: After tick 100, the synced values fluctuate between 1/0 and 0/0 per frame tick, with occasional shifts to 1/0 by tick 105

Reproducible with: 1.0.17, 1.1.0-exp.1, 1.2.0-pre.6 (2022.3.15f1, 2022.3.18f1)
Couldn't test with: 1.0.8 (2022.3.18f1) (Package console errors)

Reproducible on: macOS (Intel) 14.2.1, macOS 14.2.1 23C71 Darwin 23.2.0 (by user)
Not reproducible on: No other environment tested

  1. Resolution Note (fix version 1.3.0):

    The bug has been fixed. As part of the fix, it is now possible to specify for predicted spawned ghost (at authoring time) if they need to rollback until the authority version has been received.

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