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