ClientDriven example only works on Client+Host. Clients break
paatz04 opened this issue · 1 comments
paatz04 commented
The sample works locally when starting it as Client+Host. But when joining a HOST with a CLIENT, the physics interaction doesn't work for the CLIENT, and picking up an ingredient and then dropping it drops it in unexpected places.
When building a dedicated server (after adding code to run the headless version as a server) and connecting with 2 clients the same issue persists on both clients. Although one client's position is also completely off. (They are replicated underground)
To Reproduce
Steps to reproduce the behavior:
- Create a clone with ParrelSync
- Start one as Host and one as Client
Expected behavior
Player's should sync correctly across all clients. Ingredients should be dropped at correct positions, physics on client should work.
Environment
- OS: Windows 10
- Unity Version: 2022.3.21
- Bitesize Samples Repository latest main branch
UnityMark commented
Same problem