You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Each player has a separate view and location for a fainted monster's Ragdoll. When one player catches it, though, both versions disappear and only one ball is spawned. So not a huge priority, but it would be nice to fix this.
I tried adding ZSyncTransform to Ragdoll, but it wasn't so simple to fix.
When a player pushes a fainted body around, the Rigidbody objects that make up the body parts are what actually move (in terms of transform.position), but the Ragdoll object doesn't change position at all. If you change the Ragdoll position through code, though, all Rigidbody objects are translated in an equivalent amount. So this asymmetry makes things more difficult to sync.
The ideal solution may not involve moving the Ragdoll object at all, but I worry about syncing each individual Rigidbody object, as I don't know how many may be present on any given monster, and after a boss battle, you can have lots of bodies around. Plus, the individual positions and rotations of each body part are not actually important to sync, so long as the general position of the body overall is synced.
The text was updated successfully, but these errors were encountered:
Each player has a separate view and location for a fainted monster's
Ragdoll
. When one player catches it, though, both versions disappear and only one ball is spawned. So not a huge priority, but it would be nice to fix this.I tried adding
ZSyncTransform
toRagdoll
, but it wasn't so simple to fix.When a player pushes a fainted body around, the
Rigidbody
objects that make up the body parts are what actually move (in terms oftransform.position
), but theRagdoll
object doesn't change position at all. If you change theRagdoll
position through code, though, allRigidbody
objects are translated in an equivalent amount. So this asymmetry makes things more difficult to sync.The ideal solution may not involve moving the
Ragdoll
object at all, but I worry about syncing each individualRigidbody
object, as I don't know how many may be present on any given monster, and after a boss battle, you can have lots of bodies around. Plus, the individual positions and rotations of each body part are not actually important to sync, so long as the general position of the body overall is synced.The text was updated successfully, but these errors were encountered: