Marcel van Daalen
Marcel van Daalen
OK, if that's the intended use that's fine, though indeed the documentation could be clearer. I was using this callback for cleanup and to have the client return itself to...
On the server it works fine, but on the client it throws an error that you cannot reparent a NetworkObject to a non-NetworkObject. It might work to go down the...
To be clear, I am allowed to reparent the spawned hand objects under the player object's root, but that's of course not where the hands should go. I get that...
> Common approaches around this involve having the server just move the objects in tandem, having a placeholder "reference" object when something is being held, etc, but not actually changing...
No, this is about scene objects, not manually instantiated or spawned objects.
That sounds good – but do I understand correctly this only works for scene objects, and not for parenting that happens during gameplay (e.g. a player picks up an object...
Cool! The objects I was having trouble with did need NetworkTransforms as they move about, but this is still very helpful. Thanks for the extensive answer!
I have the same issue. @aazzolini's solution of making a new NetworkAnimator with the if statements commented out caused some animations to be synched, but only certain transitions (for example...
Setting the max payload size ridiculously high helps, but then I get these warnings instead: A lot of pipeline updates have been queued, possibly too many being scheduled in pipeline...
Good to know, thanks!