everything was working fine, but suddenly the spawned object is turned in kinematic
attached is the images and the code for spawning
NetworkManager-> spawns player prefab (spawner) -> player select the team -> spawn the player(prefab)
in my code i am not changing the property kinematic, i am not sure where it is being changed on the Fishnet side ?
#The spawned object is set to kinematic by it self all of sudden !
40 messages · Page 1 of 1 (latest)
Hi there, are you using a NetworkTransform?
yes, i disable one script at a time to see which is casuing the problem, once "Network Object" is enabled the rb is set to kinematic
Is it disabled on the owner's client?
it does not have it , the one that i use to spawn the other object
Network manager -> spawn (PlayerSpawner) -> playerspawner spwans the player prefab
Sorry, I meant is the rigidbody set to kinematic on the owner client's game?
No
in the prefaab you can see its not, but after spawning
if i remove the network object, it spawns as expected \
once network object is added it turns on kinematic
If it's not being set to kinematic on the clients game, then it's working as it should
The rigidbody should be kinematic on all game instances except the client that owns it
The Network object isn't the cause of it
well, seems to me it is 😄
And I can't see from the videos if it's the owner client or not
It's the network transform
Disabling doesn't stop everything from working
If you remove the network transform does it keep happening?
i went back through the code git history, i did not change anything
hmm, disabling the network transform did not fix it, however as you sugested removing it did fix. but now it wont sync the movement 😄
If you want, you can set the NetworkTransform's Configuration to "Disabled"
setting it to disabled, did not set kinematic to on
Are you testing with a single server+client host?
yes using the network manager.
let me rollback my git to previous commit
wow, unexpected, and no errors on editor what so ever
the error was in the UI manager
i forgot to add the healthsystem component to player object
now it works fine, but UI manager has nothing to do with the player object directly
its a seperate prefab in the world
Yeah, it's strange that that would affect anything. 🤔 Maybe it was a subtle serialization issue that Unity was masking