Description
Description
I just updated to 1.4.0
Using NetworkTransform.useHalfFloatPercision
seems to cause an issue on initial value sync where it doesn't sync the position of an object before starting to write the deltas. This results in objects being offset by arbitrary distances.
I am using the ClientNetworkTransform as it is implemented in the example.
Reproduce Steps
- Create an object with a ClientNetworkTransform with
useHalfFloatPercision = true
- Spawn it with ownership
- Connect with another client and spawn the same object with ownership
Actual Outcome
Sometimes, (unclear what the pattern is) one or both of the objects are offset from their actual position on the owner client, and only updating the delta.
Turning off useHalfFloatPercision
(even at runtime) resolves this.
Expected Outcome
For the position on the owner client to be synced properly on the other clients
Environment
- OS: Windows 11
- Unity Version: 2022.2.17
- Netcode Version: 1.4.0
- Netcode Commit: [e.g. https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/commit/ba418fa5b600ad9eb61fab0575f12fbecc2c6520]
Additional Context
Add any other context about the problem here. Logs, code snippets would be useful here but please also consider attaching a minimal Unity project that reproduces the issue.