Unity 6000.2.6f2, latest NGO
This seemed like a trivial use-case for me but I’m having trouble getting the ship rotation to synchronize correctly (position syncs fine).
Here is the hierarchy of my Spacewar Player prefab:
NetworkObject
RigidBody2D (Interpolate enabled)
ClientNetworkTransform : NetworkTransform
Sync position x & y
Sync Rotation Z
Authority Mode = Owner
Position Threshold 0.0001
Interpolate enabled
Use Half Float Precision
NetworkRigidBody2D (Use Rigid Body for Motion, Auto Update Kinematic State, Auth Set Kinematic on Despawn)
I am using physics movement (AddForce, MoveRotation).
Rotation doesn’t sync on non-owner client at all but the x & y position does slightly change when I rotate the owner. The position seems to orbit the pivot point.
I have spent 2 days trying to diagnose and fix this to no avail. AI suggests that I punt and use a network variable to manually sync the rotation but that seems ludicrous to me for what should be an out-of-the-box expected behavior.