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Question by
Saif_youssef89 · Oct 20, 2019 at 03:42 PM ·
networkingplayer movementsynchronizationspawnpointsnetworkplayer
Network Transform Component forcing Object to a specific position + rotation
I'm building a small project, a multiplayer FPS game, but after building the game, it seems that the client Player is unable to rotate or move. It's rubber banding back to it's original position and rotation (Spawn Point).
I've played around a bit, and found out that if I disable the "Network Transform Component" on the client, I'm able to walk and rotate freely again, but ofcoarse all my actions are not synced on the host.
So the question is why is the Network Transform Component forcing the client to a specific position and rotation? Please help!
Comment
You need to set GameObject as belonging to the client, to allow them to send the new pos to the server.