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fix: NetworkTransport early and post late updates #3113
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Merged
NoelStephensUnity
merged 24 commits into
develop-2.0.0
from
fix/networktransport-early-and-postlate-updates
Nov 6, 2024
Merged
fix: NetworkTransport early and post late updates #3113
NoelStephensUnity
merged 24 commits into
develop-2.0.0
from
fix/networktransport-early-and-postlate-updates
Nov 6, 2024
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simon-lemay-unity
approved these changes
Oct 31, 2024
simon-lemay-unity
approved these changes
Nov 1, 2024
This resolves the issue with the UnitTransportConnectionTests failing in areas where it was just waiting and not invoking the EarlyUpdate and PostLateUpdate methods.
Another pass trying to fix what seems to be a possible timing issue.
Approaching the issue differently by adding a UnityTransportTestComponent that registers with the playerloop update stages needed to properly handle message processing.
Removing whitespace issue. Setting velocity to zero after moving and after waiting.
Experimenting with adjusting when transport adds inbound messages to the NGO inbound queue relative to when time is updated and NGO's inbound messages are processed.
adjusting transform ownership test slightly. removing white space.
Adding change log entries. Found the culprit with the transform ownership instability. Moving an object can give it velocity which if there is enough time that passes between updates then fixed update will apply enough velocity motion to move the object and it will continue to move. Increased mass and linearDampening and setting the linear velocity to zero in the appropriate places.
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This PR improves upon UnityTransport's oder of operation when it comes to:
NetworkBehaviour
updates but afterNetworkTimeSystem
has been updated for the current frame.Changelog
Testing and Documentation
UnityTransportTests
.