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NetworkTransform local & world scaling. #2516
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priority:mediumThis issue has medium priority and may take some time to be resolvedThis issue has medium priority and may take some time to be resolvedstat:importedStatus - Issue is tracked internally at UnityStatus - Issue is tracked internally at Unitytype:bugBug ReportBug Report
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priority:mediumThis issue has medium priority and may take some time to be resolvedThis issue has medium priority and may take some time to be resolvedstat:importedStatus - Issue is tracked internally at UnityStatus - Issue is tracked internally at Unitytype:bugBug ReportBug Report
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I noticed the scale synchronisation completely breaking when multiple parents had a scale other than 1,1,1. In the code I see the scale only being set as localScale while the position and rotation differentiatie between local & nonlocal behaviour.
Is this intended? I got soms objects that are WAY too big on my clients using non local scale.
Code:
com.unity.netcode.gameobjects/com.unity.netcode.gameobjects/Components/NetworkTransform.cs
Line 2055 in 2717686