AsmPrgmC3
AsmPrgmC3
It sounds to me like you're running into #2888 (with an additional network object ancestor). @NoelStephensUnity As for the synchronization overview: The code snippet for Client-Side Network Transform synchronization is...
@aidanhorton Our workaround was to enable "In Local Space" in the Network Transforms as the parents never change or move. Another option might be to fork the package as a...
Disabling Auto Object Parent Sync did indeed fix the issue, thanks! Though while I don't know what the intended behaviour is, I still think the current behaviour is wrong. First...
@NoelStephensUnity Thanks for the reply, that pretty much all makes sense. The only thing I still fail to understand is why the second code snippet exists: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/d97d968a47a9e979ac57ac8b9320f63f38cf7d78/com.unity.netcode.gameobjects/Components/NetworkTransform.cs#L1719-L1729 As far as...
Thanks for your work and time! That logic does look better[^1] but I'm still confused about the why: Why have special logic for the `isSynchronization` case? What does that do...
That makes sense. I still don't fully understand the logic fully, but thankfully that's not my job :) It does all seem very complex so thanks for your work and...
This is caused by the fact that the fields are stored/cached in formatted form inside a `Span` extension (`FormattedFields`). While new fields are recorded on a span, the lock for...
I looked at the assembly, but couldn't find anything obvious. The instruction sequences for setting up and reading from the ADC are the same and the rest of the assembly...
I compared those dumps with mine and they're bit for bit identical.
While that difference is interesting, I don't think that's the cause of the bug, for 2 reasons: 1. That prologue (and matching epilogue) doesn't exist in either of the previous...