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fix: player movement #1063

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Merged
merged 3 commits into from
Aug 18, 2021
Merged

fix: player movement #1063

merged 3 commits into from
Aug 18, 2021

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NoelStephensUnity
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This fixes the player movement issues.

Due to recent permissions changes and how near future permissions will impact movement, the following fixes issue with player movement and handling the wall collision changing direction.
Just refactored a bit and added some comments in a few places.
@NoelStephensUnity NoelStephensUnity enabled auto-merge (squash) August 18, 2021 03:36
@@ -17,29 +17,87 @@ public override void OnNetworkSpawn()
m_Rigidbody = GetComponent<Rigidbody>();
if (NetworkObject != null && m_Rigidbody != null)
{
m_Rigidbody.isKinematic = !NetworkObject.IsOwner;
if (!m_Rigidbody.isKinematic)
if (NetworkObject.IsOwner)
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IsServer here too?

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No, that is just to initialize the direction randomly.

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🚀

@0xFA11 0xFA11 disabled auto-merge August 18, 2021 11:00
@NoelStephensUnity NoelStephensUnity merged commit 19e6d3c into develop Aug 18, 2021
@NoelStephensUnity NoelStephensUnity deleted the fix/playermovement_update branch August 18, 2021 11:59
SamuelBellomo added a commit that referenced this pull request Aug 23, 2021
…nsform

* develop: (21 commits)
  test: adding more details to multiprocess readme (#1050)
  refactor!: convert NetworkTransform.NetworkState to `struct` (#1061)
  fix: networkmanager destroy on app quit (#1011)
  feat: snapshot, using unreliable packets, now that the underlying foundation supports it. Only merge after #1062 (#1064)
  feat: snapshot. Fully integrated despawn, mtt-1092, mtt-1056 (#1062)
  fix: eliminate bad use-after-free(destroy) pattern (#1068)
  chore: cleanup meta files for empty dirs (#1067)
  chore: minor MLAPI to Netcode rename (#1065)
  feat: report network behaviour name to the profiler (#1058)
  fix: player movement (#1063)
  test: Add unit tests for NetworkTime properties (#1053)
  chore: remove authority & netvar perms from NetworkTransform (#1059)
  feat: networktransform pos/rot/sca thresholds on state sync (#1055)
  feat: expose network behaviour type name internally (#1057)
  chore: remove all the old profiling code (#1048)
  fix: if-guard `NetworkManager.__rpc_name_table` access (#1056)
  fix: Disabling fixedupdate portion of SpawnRpcDespawn test because it's failing for known reasons that will be fixed in the IMessage refactor. (#1049)
  feat: Implement metrics for the new network profiler (#960)
  chore!: change package name & asmdefs (#1026)
  feat: per axis networktransform state sync (+bitwise state comp) (#1042)
  ...

# Conflicts:
#	com.unity.netcode.gameobjects/Prototyping/NetworkTransform.cs
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2 participants