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fix: player movement #1063
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fix: player movement #1063
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Just refactored a bit and added some comments in a few places.
@@ -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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🚀
…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
This fixes the player movement issues.