Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Ericode · Nov 23, 2017 at 08:02 AM · networkingtransformeulerangles

Network Transform problem with sync mode

Hello, I have a 2D game and I tried using the Transform Sync mode "Transform" but when the player moves, it is very laggy and scatters across the other screen. When I use the sync mode "Sync Rigidbody 2D" the player moves smoothly across both screens but the character does not rotate the direction he is facing for the other client. It works when the sync mode is set to transform but not sync rigidbody 2D.

Below is the inspector tab for my character and the code for the rotation I am using. Do you know when the sync mode transform lags or why my rigid body rotates only for the local client? Any help would be greatly appreciated. Thanks

alt text

  void handleMovement()
 {
     // move left and right
     float move = Input.GetAxis("Horizontal");
     animator.SetFloat("playerSpeed", Mathf.Abs(move));

     rigidBody2D.velocity = new Vector2(move * maxSpeed, rigidBody2D.velocity.y);

     if (move > 0)
     {
         animator.SetBool("isWalking", true);
         rigidBody2D.transform.eulerAngles = new Vector2(0, 0);
     }
     else if (move < 0)
     {
         animator.SetBool("isWalking", true);
         rigidBody2D.transform.eulerAngles = new Vector2(0, 180);
     }
     else
     {
         animator.SetBool("isWalking", false);
     }
 }


Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by jeffreyrampineda · Nov 23, 2017 at 08:17 AM

Keep using "Sync Rigidbody 2D" but under your Network Transform component, try changing Rotation Axis to "Y (Top-Down 2D)" or "Z (Side-on 2D)"

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Ericode · Nov 23, 2017 at 08:50 AM 0
Share

Hi, thanks for the reply but unfortunately this didn't work. I even tried setting it to XYZ and it still didnt rotate the 2d character. Only when I set the network transform to transform, it rotates the character.

avatar image jeffreyrampineda Ericode · Nov 23, 2017 at 09:21 AM 0
Share

I believe it's because you are rotating the transform from your script and not the rigidbody itself. rigidBody2D.transform.eulerAngles try using "Rigidbody2D.$$anonymous$$oveRotation" if you wanna rotate the Rigidbody2D https://docs.unity3d.com/ScriptReference/Rigidbody2D.$$anonymous$$oveRotation.html or "Rigidbody2D.rotation" https://docs.unity3d.com/ScriptReference/Rigidbody-rotation.html

avatar image Ericode jeffreyrampineda · Nov 23, 2017 at 07:37 PM 0
Share

rotation and $$anonymous$$oveRotation both rotate the object but I need to adjust the Yaw to fave the character face left and right which is why I am using eulerAngles. Also, I am using the method inside rigidBody2D so it should be changing the rigidbody itself. Is it because the Network Transform doesn't update the yaw to the other clients?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

123 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to use an axis of a eulerAngle for a targetAngle on a HingeJoint? [C#] 0 Answers

how to get the absolute direction? 1 Answer

Network Movement Sync Very jumpy. 0 Answers

Set a relative (custom) speed to a rotation 1 Answer

Problem in Euler angles 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges