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priority:lowThis issue has low priority and will take some time to be resolvedThis issue has low priority and will take some time to be resolvedstat:importedStatus - Issue is tracked internally at UnityStatus - Issue is tracked internally at Unitytype:bugBug ReportBug Report
Description
Description
Hello,
I have a separate Server project that handles CharacterSpawns, which clients can control via ServerRpc requests.
And i have a separate Client project that, except the camera movement, only handles client to server requests.
Also in between there is a package that connects them both with the most important features.
I try to spawn several Clients on multiple ClientProjectBuilds and it seems to happen that through the SpawnManager.SpawnLocally Clients can request the same Ids and the OwnerShipId at the end gets confused. I have Clients owned by other Clients, without changing the OwnerShip.
Reproduce Steps
- Create Server & Client separated Projects
- Server NetworkManager settings over Ipv4
- Connect several ClientBuilds to the Server via Ipv4 at once
Actual Outcome
Clients get Owned by different Clients or NetworkObjects that spawn in between.
Expected Outcome
Client should own itself on spawn.
Environment
- Unity Version: [2021.2.18f1]
- Netcode Version: [e.g. 1.0.0-pre.7]
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Labels
priority:lowThis issue has low priority and will take some time to be resolvedThis issue has low priority and will take some time to be resolvedstat:importedStatus - Issue is tracked internally at UnityStatus - Issue is tracked internally at Unitytype:bugBug ReportBug Report