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[UNET]Spring Joints and Networking. possibly a bug?
I have a cube with a spring joint component which is attached to a networked GameObject that lies on the scene. When the scene starts, the cube's spring joint doesn't take any effect until I change a parameter in there(any parameter at all!). Maybe I'm doing something really stupid. Anyone knows whats going on?
Extra info:
When I change the cube's Connected body to a non-network gameobject it works just fine. If I change one of the spring joint's parameters via script at runtime it doesn't work. It only works when I do it via manual changes directly over the inspector component.
My thoughts:
There might me something to do with spawning cycles for networked objects. It is as if when something is changed with the spring joint, it updates/refreshes something else in there and it starts to work.
Looks like when this bug happens, object is connected to the point Vector3.zero
Your answer
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