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Fainted monster Ragdolls are not synced in multiplayer #23

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joeyparrish opened this issue Jul 15, 2022 · 0 comments
Open

Fainted monster Ragdolls are not synced in multiplayer #23

joeyparrish opened this issue Jul 15, 2022 · 0 comments
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@joeyparrish
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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.

@joeyparrish joeyparrish added the bug Something isn't working label Jul 15, 2022
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