#how to sync gameobjects and keep them synced (position, rotation, etc) with late joining clients?
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i do have network transforms
but it seems that once a client joins, it doesn't automatically spawn the dynamically spawned items from the server
oh you are using custom scene management. You have to handle all syncing manually in that case
unity's docs are quite vague on how to do this
do you know how it works?
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
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
If you haven't already read the Using NetworkSceneManager section, it's highly recommended to do so before proceeding.
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
Its meant to have a main scene loaded Singly with players then additive scenes added to the main one
that wouldn't work with my core scene unfortunately
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
I tried but got an error saying the object has already been added