Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

fix: NetworkAnimator fails to synchronize end of animation loop for late joining clients [MTT-4060] #2076

Merged
merged 12 commits into from
Jul 27, 2022

Conversation

NoelStephensUnity
Copy link
Collaborator

@NoelStephensUnity NoelStephensUnity commented Jul 22, 2022

This resolves the issue where NetworkAnimator didn't properly synchronize late joining clients when a looping animation state was at the end of its loop.

MTT-4060
Based on Github Issue #2056

Changelog

  • Fixed issue where NetworkAnimator would not synchronize a looping animation for late joining clients if it was at the very end of its loop.

Testing and Documentation

  • Includes integration validation test.

Additional Notes:

The assets updated are required for the test.

This resolves the issue where animations at the end of their loop would not be synchronized with late joining clients.
adding changelog
This includes the integration validation test for the fix.
This includes an additional internal action to handle capturing AnimationMessages sent and received.
This also includes adjustments to the components assembly info to assure that the internal properties are available during a runtime test runner build (i.e. consoles).
Adding the PR number to the changelog entry.
@NoelStephensUnity NoelStephensUnity marked this pull request as ready for review July 25, 2022 21:43
@NoelStephensUnity NoelStephensUnity requested review from 0xFA11 and a team as code owners July 25, 2022 21:43
NoelStephensUnity and others added 7 commits July 26, 2022 11:49
Switching my approach over to a StateMachineBehaviour that I can add to each state I want to check.
Removing the internal access change to the Components assembly and removing the internal action that was being used to track the same thing.
removing unused System namespace and adding back the CR/LF
Updating the test to:
1.) Only check the late joining client vs server
2.) Update the server's animation states at the time the client connects
Cleaning up the VerboseDebug info within the Server_OnClientConnectedCallback to actually make sense.
>< (doh)
removing unused property.
minor adjustment to comments for clarity purposes.
Copy link
Contributor

@JesseOlmer JesseOlmer left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

lgtm

@JesseOlmer JesseOlmer merged commit 105bbe2 into develop Jul 27, 2022
@JesseOlmer JesseOlmer deleted the fix/mtt-4060-networkanimator-late-join-sync branch July 27, 2022 08:01
jakobbbb pushed a commit to GooseGirlGames/com.unity.netcode.gameobjects that referenced this pull request Feb 22, 2023
…ate joining clients [MTT-4060] (Unity-Technologies#2076)

This resolves the issue where animations at the end of their loop would not be synchronized with late joining clients.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants