I wasn’t sure where to post this. I could have put it in Cinemachine or Input System or here and figured this was most appropriate.
I am making a multiplayer game using NGO and the Starter Assets Third Person Controller.
I am using Unity 2021.3 and the latest release versions of NGO. No beta stuff.
I put the NetworkObject on the parent of the “system” that the 3rd person controller prefab includes. The children include a cinemachine system and the whole thing uses the “new” unity input system.
When I start the Mac app I built and start the Host and walk around everything works as it should. I can walk around and the cinemachine camera follows like it should.
I am using the github ClientNetworkTransform because I am fine with client auth for movement.
I also created my own OwnerNetworkAnimation so I could get the client auth for animation according to the documentation on the Unity website.
When I then start the editor and connect as a client, the cinemachine camera in the app that is running looks like it switches to the client that just spawned in. If I shutdown the client then cinemachine goes back to the host avitar.
Along with that the Host player that spawns in to the game running in the editor spawns in the same spot as the client. The initial position isn’t updated. As soon as I move the player in the Host app, the player does move in the editor app.
When I try to move the player in the editor (client), the animation plays on the HOST player avatar. It doesn’t move, but the animation plays. This seems to tell me that the input manager is sending stuff to the wrong avatar or the wront avatar is listening or something like that.
As a second issue, even though I have the client auth component, when I try to move in the client the animation plays, but it doesn’t move.
A third issue is that animations are not syncing at all.
I could really use some help to get this to work.