NetworkTransform misses sync when GameObject is re-enabled; add option for automatic reassertion #3435
Labels
priority:low
This issue has low priority and will take some time to be resolved
stat:awaiting-response
Awaiting response from author. This label should be added manually.
stat:imported
Status - Issue is tracked internally at Unity
type:feature
New feature, request or improvement
type:feature-2.x
New NGO 2.0.0 feature, request or improvement
type:support
Questions or other support
Description
When using NetworkTransform in server-authoritative mode, if a NetworkObject is deactivated on clients (e.g. via SetActive(false) or scene streaming), any transform changes (e.g. via Teleport) made while it's inactive are not propagated to the client once it's re-enabled. This results in position mismatches, where the client sees the object at its old position while the server has already moved it.
There is no warning, and the desync is silent unless manually corrected.
Reproduction Steps
Spawn a server-authoritative NetworkObject with a NetworkTransform
Deactivate the object on all clients (via RPC or reparenting in a disabled object)
On the server, call Teleport(...) to move the object
Reactivate the object after a short delay
Observe: the client does not reflect the new position
Expected Behavior
Clients should receive the latest authoritative position of the object when it becomes active again.
Workarounds
Currently, we must:
Reapply Teleport() after reactivating the object, or
Use a coroutine to delay the teleport until the object is re-enabled, or
Use custom NetworkVariable logic or whatever boiler plate works instead of NetworkTransform
Suggested Fixes
Add a forceResyncOnEnable bool on NetworkTransform
Internally store the last known transform state, and resend it on reactivation
Or provide an OnNetworkObjectReenabled callback for developers to manually reassert state
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