It seems scene objects have a serious bug at the moment. Or I don’t understand how to sync them.
Add a sphere with Rigidbody and NetworkIdentity to scene and move it from Vector3.Zero. Run the game, sphere position is in sync between client and server.
Add network transform to the same object. Server displays it at the correct position, but client suddenly shows it at Vector3.Zero and position is not synced until server apply force to it. After this action position seems to be in sync.
I don’t wanna spawn prefabs it will cause a huge refactoring for me, scene objects exist for a reason, aren’t they? And NetworkServer.SpawnObjects() called automatically, otherwise Scene Object would not be enabled.
Submitted a bug with attached networking example, all I did is just added one scene object to Unity example, case ID 719156, I would really appreciate if someone from Unity will look into that issue, it is quite a showstopper. Thank you.
More information:
Editor Host + Standalone Client - Reproducible
Standalone Host + Standalone Client - Reproducible
Standalone Host + Editor Client - NOT Reproducible, which is really strange.
Thank you for looking at it.
5.1.2.p1 - later versions have nothing about multiplayer in release notes
Have you tried to run two standalone versions and not using Editor? x64?
Could you give any estimates when it is going to be fixed? I was preparing to release in August and unfortunately 5.2 cannot be used for production yet. Not in the current state.
It DOES happen in 5.2.0f3
Just installed it, compiled and run two standalone executable side by side:
Host can see the ball (scene object)
Client cannot see the ball until ball position is changed by host/client
It surprises me a lot. No one using scene objects? Not even unity testers?
Maybe networking examples/functions were changed in 5.2 and I’m doing it wrong?