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Fixed in 5.5.0
Votes
1
Found in
5.3.5f1
Issue ID
813165
Regression
No
[Standalone] Unity 5 Unet Network Rigidbody Syncing - Client sinking through objects
Steps to reproduce:
1. Open attached project "RigidbodySyncExample.zip"
2. Build windows standalone with "Offline" and "Online" scenes.
3. Open standalone.
4. Select "Host".
5. Open "Offline" scene in the editor.
6. Press play.
7. Connect to localhost.
8. In host press "space" to reset balls position.
9. Select the ball in editor debug window.
10. NetworkTransform.TargetSyncPosition.y starts decreasing even when the ball is not moving.
11. After it reaches about 0.95 ball starts bouncing (Time to reach 0.95 seems random. Reset balls position a few times if it is slow)
Expected behavior: Ball behaves in client same as in host.
Actual behavior: Client ball fails to sync properly and starts jumping around.
Reproduced with: 5.2.4f1, 5.3.5f1, 5.4.0b25, 5.4.0f1, 5.5.0a3
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