#Spawned RigidBody object stuttery on ClientHost
18 messages · Page 1 of 1 (latest)
Here's the NetworkObject and NetworkTransforms settings on the spawned object (Pickaxe)
it's despawned with pooling and spawned from the pool
NetworkTransform and Client Side Prediction are mutually exclusive in the way that they work as far as I know. Try removing the NetworkTransform and see what happens?
That can't be true as there is a NetworkTransform field in the Prediction config of NetworkObject when you disable state forwarding (1st screenshot)
My bad, did not see that you had state forwarding off
What sort of prediction code does it have on the object?
No prediction code at all haha
I thought that wasn't needed since I'm not using state forwarding
I'm not sure about that, but it's worth a try 😁
since it only happens on the host client and it's only for the first few frames i'm guessing it's something related to interpolation
i'm guessing since the object has just spawned it doesn't have past data to interpolate
@stone lynx thoughts on that?
Does it only happen if you are using pooling?
that's a good question, i'll try without pooling
Issue persists even when spawning by instantiating the prefab normally
I also updated to the latest prerelease and it seems like that hasn't accidentally fixed it 