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Server build vs editor breaks clients

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Anyone ever seen discrepancies in their server build from the editor? When my game server is running in Unity Editor it works perfectly as do the N number of clients that are connected. However, when I run the server as a server build, the clients cannot move. ---------- Looking through the logs I can see the server sending new positions and I can see the client receiving them and setting the RigidBody2D.MovePosition() via a breakpoint but the characters never move on the client. The rigid body is not kinematic, is simulated and does not have x/y frozen. Is there a maximum MovePosition can be called? ---------- Again this works fine when the server is running in the editor, but the same client code fails when the server is in build mode. Any thoughts would be great. ---------- Here is the code that I am using to update the position: Debug.Log("The new position: " + position); playerState.Rigidbody.MovePosition(position); Debug.Log($"The post change postiion: " + playerState.Rigidbody.position); The result of the above code is: The new position: (-10.8, -79.5) The post change postiion: (1.0, 0.3) Here's a video of the problem: https://youtu.be/GZKdOLiq8Ls

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