#Network Transform only sync Position after some Minutes

8 messages · Page 1 of 1 (latest)

still cloud
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Hello, im developing the Space RTS "2089 - Space Divided" and I am close to release my big Multiplayer Update. After some testing I found a serious Bug.

I can start a normal Multiplayer Match just fine and everything works like it should. But if I go back to the Main Menu and start a Multiplayer Match again, the Network Transforms of the Clients dont sync (Im the Host). On the Client Side it looks good. After a variable amount of time (1-10 Minutes) everything syncs and works again.

We are working with Fizzy Steamworks and call Stop Host/Client when leaving, we also leave the Steam Lobby properly.

We also tried, reliable and unreliable, aswell as ClientToServer and ClientAuthority. (ServerToClient would mean a Rewrite of our Movement Scripts)
Tick Rate is 30 but also tried more and less.

This Issue is driving me crazy, If somebody can help me I would greatly appreciate it.

Unity Version - 2019.4.11f1

Best Regards
Alex - CoastGames GmbH

pulsar parcel
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@still cloud Is this with Unity 2019?

still cloud
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Yes!

pulsar parcel
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Ahhhh

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If you can upgrade to any 2020 or 2021 it’l be fixed.
I think some 2019 supported defines in mirror might be causing a problem with NT’s

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Someone else had this on 2019 last week

still cloud
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Really? If thats the Fix I will be forever grateful!

pulsar parcel
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It’s certainly faster than me trying to track down which parts buggered up for 2019 😁