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Problem networking scene objects that reparent
I need to state-sync objects in my scene. These are things that are NOT instantiated in code (like spawning a player), but things that are already there at design-time. I simply attach a NetworkView to some objects which should share state, and use a simple script to start each exe (this is Windows-standalone) as client or server (starting a server first), testing local host.
The transforms are shared, at least it seems so, but it complains in the console quite a lot about "View ID AllocatedID: (#) not found during lookup. Strange behaviour may occur" This only happens in the client, not the server.
Even still, the position/rotation are reflected correctly.
I do see strange behaviour: 1) that console message and 2) If I put a NetworkView to monitor a script, the 'serialize' on that script executes on the client while I'm moving the object. So it's like the NV moving the object is also sending signals to the script. I can see, in the run-time inspector, that the NetworkView ID that the message complains is missing, is in fact, right there as expected.
This happens, by the way, when I have temporarily re-parented the networked object to an interactive dragging tool, and I'm dragging the object with it.
Any clues?
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