#how to sync gameobjects and keep them synced (position, rotation, etc) with late joining clients?

1 messages · Page 1 of 1 (latest)

blissful topaz
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Network Transform should do this for you

bleak oasis
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i do have network transforms

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but it seems that once a client joins, it doesn't automatically spawn the dynamically spawned items from the server

blissful topaz
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oh you are using custom scene management. You have to handle all syncing manually in that case

bleak oasis
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unity's docs are quite vague on how to do this

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do you know how it works?

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if the integrated scene management would've supported additive scenes, I would like to switch back. Sadly this isn't the case, so I have to do it the hard way

blissful topaz
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It does do additive scenes but probably not in the way you want.
But its just a matter of calling Spawn() on all the in scene objects manually.
You might have to register the in scene objects
https://docs-multiplayer.unity3d.com/netcode/current/basics/scenemanagement/custom-management/index.html#registering-in-scene-placed-networkobjects

bleak oasis
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does it do additive scenes where only 1 of them has to be synced? I have 'Core' and 'Base' additive scenes added upon the network synced environment scene

blissful topaz
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Its meant to have a main scene loaded Singly with players then additive scenes added to the main one

bleak oasis
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that wouldn't work with my core scene unfortunately

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do you know how much more work it is to implement the gameobject sync? I could technically go back to single scene with DDOL for my managers, but I prefer this additive scene method

bleak oasis