Hi everyone,
I’m developing a multiplayer game using Unity Netcode. Each player has a set of “Paws” that need to spawn as children of specific hierarchy points, groundReferenceRight
and groundReferenceLeft
. However, I’m facing issues where the spawned objects do not retain their correct positions.
Issue Details
Incorrect Paw Positions: After spawning, the Paws are positioned incorrectly. For instance:
- Original prefab values:
- Pos X: -0.2900391
- Pos Y: 1
- Spawned under
groundReferenceRight
:- Pos X: 1687.844
- Pos Y: -832.1766
- Spawned under
groundReferenceLeft
:- Pos X: -759.4812
- Pos Y: -833.1187The scale, width, and height remain correct:
- Scale X, Y, Z: 1
- Width: 217
- Height: 217.7
Scene Hierarchy:
- Components involved:
groundReferenceRight
andgroundReferenceLeft
have:RectTransform
NetworkObject
- Paws (prefabs) have:
RectTransform
NetworkObject
- A behavior script (
PawBehavior
).
- Additional Problem: Even though the
groundReferenceRight
andgroundReferenceLeft
exist, sometimes the parent or initial RectTransform properties are not respected. I’ve double-checked the hierarchy and prefab setup.
public void InstantiatePawsForPlayer(string playerName, List<PawInstance> pawInstances)
{
Debug.Log($"Instantiating Paws for player {playerName}.");
// Determines the groundReference based on the player's name
Transform groundReference = GetGroundReferenceForPlayer(playerName);
if (groundReference == null)
{
Debug.LogError($"GroundReference for player {playerName} is null. Ignoring instance.");
return;
}
Debug.Log($"GroundReference for {playerName}: {groundReference.name}");
foreach (var pawInstance in pawInstances)
{
// Loads the Paw prefab
var pawPrefab = Resources.Load<GameObject>($"Prefabs/{pawInstance.PawName}");
if (pawPrefab == null)
{
Debug.LogError($"Prefab for {pawInstance.PawName} not found.");
continue;
}
// Instantiates the Paw
var pawObject = Instantiate(pawPrefab);
// Configures the RectTransform if present
var instanceRectTransform = pawObject.GetComponent<RectTransform>();
if (instanceRectTransform != null)
{
// SetParent without changing local position
instanceRectTransform.SetParent(groundReference, false);
// Restores prefab properties
instanceRectTransform.anchoredPosition = Vector2.zero; // Centers it
instanceRectTransform.localScale = Vector3.one; // Keeps default scale
instanceRectTransform.localRotation = Quaternion.identity;
}
else
{
// For objects without RectTransform
pawObject.transform.SetParent(groundReference, false);
pawObject.transform.localPosition = Vector3.zero;
pawObject.transform.localRotation = Quaternion.identity;
pawObject.transform.localScale = Vector3.one;
}
// Configures the NetworkObject for the Paw
var networkObject = pawObject.GetComponent<NetworkObject>();
if (networkObject != null)
{
// Spawns the object in the network
networkObject.Spawn();
// Reinforces parent in case NetworkManager alters the hierarchy
if (pawObject.transform.parent != groundReference)
{
pawObject.transform.SetParent(groundReference, false);
if (instanceRectTransform != null)
{
instanceRectTransform.anchoredPosition = Vector2.zero;
instanceRectTransform.localScale = Vector3.one;
}
else
{
pawObject.transform.localPosition = Vector3.zero;
pawObject.transform.localScale = Vector3.one;
}
}
}
else
{
Debug.LogError($"Paw {pawInstance.PawName} does not have a NetworkObject component!");
Destroy(pawObject);
continue;
}
Debug.Log($"Paw {pawInstance.PawName} configured as a child of {groundReference.name}.");
// Initializes the behavior of the Paw, if present
var pawBehavior = pawObject.GetComponent<PawBehavior>();
if (pawBehavior != null)
{
pawBehavior.Initialize(pawInstance);
}
}
}
private Transform GetGroundReferenceForPlayer(string playerName)
{
// Associa jogadores a groundReferences, se ainda não mapeado
if (!groundReferences.ContainsKey(playerName))
{
Transform groundReference = groundReferences.Count == 0 ? groundReferenceLeft : groundReferenceRight;
groundReferences[playerName] = groundReference;
}
return groundReferences[playerName];
}