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fix: NetworkRigidbody authority and ownership detection (#1891)
* fix
MTT-3374
Initial changes for this fix.
* fix
Migrating the authority mode check to NetworkTransform since this is what dictates authority anyways.
* style
updated and added comments
* test
Adding ownership tests
* update
Realized we could further simplify NetworkRigidbody and added additional testing against owners not being Kinematic and non-owners being kinematic.
Also had to have the NetworkManager relative test prefab instances ignore each others' colliders so they wouldn't skew the position testing.
* style
whitespace fixes
* style
parameter name change
* style
better clarity in a comment
* update
This fixes an issue with not being able to find ClientNetworkTransform and makes the IsServerAuhtoritative internal.
* update
realized we don't need to save the original Kinematic state.
updated a comment
* update
needed to add COM_UNITY_MODULES_PHYSICS define in runtime and exclude the test if the physics module is not included.
* style
removing 2 CR/LF
* update
didn't need all of the changes made to the asmdef file
* style
removing xml doc API reference
* Update com.unity.netcode.gameobjects/Tests/Runtime/com.unity.netcode.runtimetests.asmdef
Co-authored-by: Fatih Mar <mfatihmar@gmail.com>
* Update com.unity.netcode.runtimetests.asmdef
* fix
Had to adjust the rigid body interpolation setting to be based on authority and not NetworkTransform.Interpolate (bug from this PR)
Had to re-adjust the original rigid body test to match the NetworkRigidbody change where when it is despawned physics is not applied.
* fix
Fixing edge case scenario with object parenting test.
Co-authored-by: Fatih Mar <mfatihmar@gmail.com>
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