#Input issues
1 messages ยท Page 1 of 1 (latest)
It could be possible that the standalone client is eating the input events meant for the editor.
But you should probably disable any input components on your remote players. That would at least prevent any potential conflicts in scene.
yup you're probably right
switching back to old input system seemed to fix
so kill this on my proxies right?
Right just disable Player Input and it should be fine
I already gated the code behind IsOwner... but yeah this seems to work
now have jittery gamepad input when switching
going back to client network transform to test..
Dude @viral terrace thank you that worked well! dumb oversight on my part.
One more question... I was thinking that for my controller setting "InLocalSpace" would work based on my hierarchy
and it does ... kinda. The issue is that if my Host player enters and changes his pitch / yaw, before the client connects, the client sees those values at 0 initially, and so it's offset by the amount that the host deviated from 0.. if that makes sense
should I need to do anything extra to sync those values before hand?
oh .. ok interesting
host on left in standalone, client is in editor
it's actually tracking the right pitch
but it's offsetting the yaw
the pitch transform is offseting the yaw and the roll transform is offseting the poitch
when those should be 0.
Yea, I think that might be due to the nested client network transforms.
You might be able to use OnSynchronize here
https://docs-multiplayer.unity3d.com/netcode/current/basics/networkbehavior#networkbehaviour-pre-spawn-synchronization
Both the NetworkObject and NetworkBehaviour components require the use of specialized structures to be serialized and used with RPCs and NetworkVariables:
Order of Operations During Full (late-join) Client Synchronization: .. that sounds promising
ok... i -think- I understand the concept
but, in execution, when is this RPC called?
I assume I'd want to make some kind of ClientRPC that went through and set Yaw's X and Z to 0, Pitch's Y, Z to 0 and Roll's X ,Y to 0
or is that just automatically called when the method above it is
Oh you don't need the clientRPC there. Just have a set of Vector3s or whatever and keep them updated in Update().
Lol I was just about to suggest just zeroing them out in OnNetworkSpawn
yeah for other things I imagine id need to track values
I thought you were having the opposite problem
but in this case by design those values are always 0
locally
ok, well if that's not terrible practice, it does seem to work , so i'll roll with it ๐
until I get some cheater clients...
If it's dumb and it works then it's not dumb
but if you want to fuck up your coop experience...go ahead!
Yea that's always the trade off for client authority