Calling SetParent causes NetworkObject to have an incorrect position on clients.
Description
With interpolation enabled when the server changes the parent of a NetworkObject the position on the clients is wrong for 1 frame.
Reproduce Steps
With interpolation enabled on the NetworkTransform
- Player A goes next to NetworkObject,
- The server attach the networkobject to Player A by calling SetParent,
- On the Client(Player B) the NetworkObject position is now wrong.
Expected Outcome
We did not have that issue when using 1.2.0, we just updated to 1.9.1 and one of the gameplay mechanics suddenly started acting weird. Disabling interpolation seems to fix the issue but will cause the visuals to be less smooth
Environment
- OS: Windows
- Unity Version: 2022.3.30f
- Netcode Version: 1.9.1
@qjonathan Could you provide a replication of this issue and/or provide the code snippet(s) that handles the parenting? It might be that you want to not keep the world position (i.e. WorldPositionStays = false) and switch the child over to local space when parenting....but a working replication project would help me better understand your issue.
@qjonathan Have you updated to NGO v1.11.0 and if so are you still seeing this issue?
I will close this issue since it should be fixed but feel free to comment if you will notice that it's still there