#OnTriggerEnter not working with Tugboat
10 messages · Page 1 of 1 (latest)
Should trigger normally, which version you are using? Can you share some code/setup?
I'm using Unity 2021.3.21f1 , Fishnet 3.5.7.Pro and I'm using Lobby and Worlds 3.0.0 to join the game from a lobby.
I'm using;
private void OnTriggerEnter(Collider other)
{
Debug.Log("Test trigger");
{
It works perfectly when I don't go through the lobby and use Yak transport. But when I use Tugboat, it never registers the trigger, the player is both Server & Client.
tbh i'm not into lobby and worlds atm as i have my own solution in my project.. Can you try it with tugboat and without lobby? So just load the scene and try if the trigger fires
Maybe your physics scene isn't set right
Tested it with Tugboat without going through the lobby and the trigger fires.
I think may have to do with stacked scenes then, but I'm not sure what to do
Another idea, do you use the TimeManager Component in your test scene? If so do you also added it to the Lobby scene?
Yes, I have it in both. The one in the test scene gets deleted by the one from the lobby though as they are on a NetworkManager.
The one in the lobby has Tugboat and the one in the test has Yak. So if I go through the lobby it is "multiplayer" and loading the scene straight is "Singleplayer".
This all used to work fine but I upgraded to a newer Fishnet and it broke :(
Do you still have this issue? If you are not able to find the breaking part, is this just normal LaW project or some modification of it? I can take a look this afternoon
I managed to fix it :)
It was caused by a script setting LocalPhysicsMode.Physics3D