Timeline for Synvar not syncing when Instantiating gameObject
Current License: CC BY-SA 4.0
8 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Jun 28, 2022 at 12:58 | vote | accept | ToltottKaposzta | ||
Jun 24, 2022 at 10:49 | answer | added | ToltottKaposzta | timeline score: 2 | |
Jun 24, 2022 at 7:00 | comment | added | Zibelas | If you want to use the changes for UI, maybe you could as well mirror-networking.gitbook.io/docs/guides/synchronization/… just for the parts you need. That way your UI does not need to update them all the time but just when they change | |
Jun 23, 2022 at 16:43 | comment | added | ToltottKaposzta | this method is called on the server by a command on the player object. it creates a player unit in the game world and I want to sync that player unit to the client so that I can use its health, ammo, and other properties in the UI. | |
Jun 23, 2022 at 15:20 | comment | added | Zibelas | What exactly needs to be synced? If you want to have transform on it, there is a networkTransform component to handle sync and interpolation. | |
Jun 23, 2022 at 14:23 | comment | added | ToltottKaposzta | Yes, it has a networkIdentity component and I added it to spawnable prefabs in the networkManager. I think it has something to do with the syncvar update happening before the gameObject is spawned on the client, but I'm not sure. | |
Jun 23, 2022 at 12:24 | comment | added | Zibelas | The PlayerUnit contains a NetworkIdentity, right? | |
Jun 23, 2022 at 12:03 | history | asked | ToltottKaposzta | CC BY-SA 4.0 |