You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
fix: Set state private RPC handlers were not honoring local vs world space assignment of position and rotation (Unity-Technologies#2203)
* fix
SetStateClientRpc and SetStateServerRpc were not updated to use SetStateInternal which honors local vs world space transform setting.s
* update changelog
* test
Modified existing tests to include testing SetState which validates the changes made to NetworkTransform.SetState and associated private methods.
* update
adding the PR number to the changelog entry.
* test
removing conditional check that was not needed.
* update
adding further clarity as to where the two rpc methods were located.
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
+1Lines changed: 1 addition & 0 deletions
Original file line number
Diff line number
Diff line change
@@ -19,6 +19,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
19
19
20
20
### Fixed
21
21
22
+
- Fixed issue where `NetworkTransform.SetStateServerRpc` and `NetworkTransform.SetStateClientRpc` were not honoring local vs world space settings when applying the position and rotation. (#2203)
22
23
- Fixed ILPP `TypeLoadException` on WebGL on MacOS Editor and potentially other platforms. (#2199)
23
24
- Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158)
24
25
- Fixed warning resulting from a stray NetworkAnimator.meta file (#2153)
AssertOnTimeout($"Timed out waiting for positions to match");
524
541
525
542
// test rotation
526
543
Assert.AreEqual(Quaternion.identity,m_NonAuthoritativeTransform.transform.rotation,"wrong initial value for rotation");// sanity check
527
544
528
-
authPlayerTransform.rotation=Quaternion.Euler(45,40,35);// using euler angles instead of quaternions directly to really see issues users might encounter
529
-
if(overrideUpdate)
545
+
varnextRotation=Quaternion.Euler(45,40,35);// using euler angles instead of quaternions directly to really see issues users might encounter
0 commit comments