Skip to content

fix: in-scene networkobject with networktransform synchronization when parented under gameobject [MTT-8402] #2895

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

Merged

Conversation

NoelStephensUnity
Copy link
Collaborator

@NoelStephensUnity NoelStephensUnity commented Apr 24, 2024

Fixing issue where parenting synchronization was not properly handling the scenario where a NetworkObject is parented under a GameObject (with or without auto object parent sync enabled).

MTT-8402

fix: #2888

Companion PR: #2898 (merged)

Changelog

  • Fixed: Issue where an in-scene placed NetworkObject with NetworkTransform that is also parented under a GameObject would not properly synchronize when the parent GameObject had a world space position other than 0,0,0.

Testing and Documentation

  • Includes integration test (InScenePlacedNetworkObjectTests.ParentedInSceneObjectUnderGameObject).
  • No documentation changes or additions were necessary.

Fixing issue where parenting synchronization on the authority side was not properly handling the scenario where a NetworkObject is parented under a GameObject (with or without auto object parent sync enabled).
Fixing issue where parenting synchronization on the non-authority side was not properly handling the scenario where a NetworkObject is parented under a GameObject (with or without auto object parent sync enabled).
@NoelStephensUnity NoelStephensUnity requested a review from a team as a code owner April 24, 2024 23:20
@NoelStephensUnity NoelStephensUnity changed the title fix: in-scene networkobject with networktransform synchronization when parented under gameobject fix: in-scene networkobject with networktransform synchronization when parented under gameobject [MTT-8402] Apr 24, 2024
migrate when to apply in local space above the parenting check.
Adding an integration test to validate an in-scene placed NetworkObject's initial synchronization when parented under a GameObject. This also test both scenarios where the in-scene placed NetworkObject does and does not have a NetworkTransform.
Removing unused namespace
@NoelStephensUnity NoelStephensUnity marked this pull request as ready for review April 25, 2024 19:15
@NoelStephensUnity NoelStephensUnity enabled auto-merge (squash) April 25, 2024 22:42
@samlucas-unity samlucas-unity self-requested a review May 10, 2024 15:00
Copy link
Contributor

@samlucas-unity samlucas-unity left a comment

Choose a reason for hiding this comment

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

Reviewed in person.

@NoelStephensUnity NoelStephensUnity merged commit f9c6731 into develop May 10, 2024
24 checks passed
@NoelStephensUnity NoelStephensUnity deleted the fix/in-scene-with-nt-and-parented-under-gameobject branch May 10, 2024 15:00
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.

Network Transform synchronized wrong position when WorldPositionStays is false
3 participants