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* fix
This fixes an issue with using unreliable state updates, half-floats, and NetworkDeltaPosition.
* test
Adding test to validate the fix for using half float precision with unreliable deltas.
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -25,6 +25,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue where `NetworkDeltaPosition` would "jitter" periodically if both unreliable delta state updates and half-floats were used together. (#2922)
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- Fixed issue where `NetworkRigidbody2D` would not properly change body type based on the instance's authority when spawned. (#2916)
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- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2906)
// Iterate several times so the authority moves around enough where we get 10 frame synchs to compare against.
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for(inti=0;i<10;i++)
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{
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m_AuthorityFrameSync=false;
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m_NonAuthorityFrameSync=false;
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VerboseDebug($"Starting with authority ({m_AuthoritativeTransform.transform.position}) and nonauthority({m_NonAuthoritativeTransform.transform.position})");
Assert.True(success,$"Timed out waiting for authority or nonauthority frame state synchronization!");
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VerboseDebug($"Comparing authority ({m_AuthorityPosition}) with nonauthority({m_NonAuthorityPosition})");
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Assert.True(Approximately(m_AuthorityPosition,m_NonAuthorityPosition),$"Non-Authoritative position {m_AuthorityPosition} does not match authortative position {m_NonAuthorityPosition}!");
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