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Question by BramSter · Sep 02, 2017 at 07:21 PM · movementnetworkingunity 2d

Unet: Sync Rotation Top down 2D does not properly work

I've created a simple multiplayer LAN game but the sync rotatation alt text

The rotation axis is Y on the rotation sync mode

I'm using the sync rotation for the Top Down game, but it seems to work only one way on the client, here is the code

 using UnityEngine.Networking;
 using UnityEngine;
 
 public class Player : NetworkBehaviour {
 
     public float speed;
 
     private void Update()
     {
         if (!isLocalPlayer)
         {
             return;
         }
 
         /*Vector3 dir = Input.mousePosition - Camera.main.WorldToScreenPoint(transform.position);
         float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
         transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);*/
 
         float x = Input.GetAxisRaw("Horizontal") * speed * Time.deltaTime;
         float y = Input.GetAxisRaw("Vertical") * speed * Time.deltaTime;
 
         Vector2 movement = new Vector2(x, y);
 
         if (x != 0 || y != 0)
         {
             transform.right = Vector3.Normalize(new Vector3(x, y, 0));
         }
         
 
 
 
         transform.Translate(x, y, 0, Space.World);
     }
 
     public override void OnStartLocalPlayer()
     {
         base.OnStartLocalPlayer();
 
         GetComponent<SpriteRenderer>().color = Color.blue;
     }
 }

This is on the client alt text

Then the host and client together, where the client has pressed the left key

Could someone explain a fix and why this happens please, would be very happy if anyone answers :)

normalmovement.png (36.5 kB)
weirdmovement.png (149.9 kB)
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Answer by z_orochii · Feb 25, 2020 at 08:03 PM

First of all, check at NetworkIdentity if Local Player Authority is marked. If not, mark it.

Then, the actual problem is how you're defining the rotation for the player. For some reason, by using this line

 transform.right = Vector3.Normalize(new Vector3(x, y, 0));

It sometimes sets it to -180 in the Y axis, instead of 180 in the Z axis. tl;dr you're probably passing only Z rotation but the calculation is giving you a Y rotation too, which you're not passing.

  • Either change this line:

    transform.right = Vector3.Normalize(new Vector3(x, y, 0));

to something like

 float angle = Vector2.SignedAngle(Vector2.right, movement);
 transform.rotation = Quaternion.Euler(0,0,angle);

In this way we are calculating only the Z rotation from a vector pointing right to your movement vector.

  • The other way around it is to set the NetworkTransform Rotation Axis property to either YZ or XYZ (full 3D).

Either should do the trick.

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Answer by RageEye · Feb 25, 2020 at 07:24 PM

did you solve this problem? i have the same

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