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OfflineRigidbody breaks Character Joints #671

@SimEof

Description

@SimEof

General
Unity version: 2022.3.21
Fish-Networking version: 3.11.18
Discord link: https://discord.com/channels/424284635074134018/1034477094731784302/1239501696938283038
https://discord.com/channels/424284635074134018/1034477094731784302/1239857739946131486

Description
Using the OfflineRigidbody on a ragdoll with Character Joints break these joints and the ragdoll stretches and does not return to normal form. I did some testing it the main culprit is SceneManager.MoveGameObjectToScene inside the RigidbodyPauser. This only happens for clients as reconciliation only happens for clients.

Replication

  1. Have a test scene with a character with character joints, rigidbodies, colliders and OfflineRigidbody component and its top level with GetInChildren set to true;
  2. Create a build that will act as a host/server;
  3. Join the server inside Unity Editor for it to act as a client;
  4. If needed disable characters Animator and set all child rigidbodies to not be kinematic;
  5. Once the character is not kinematic and he falls to the ground its joints should already be brokent and once the body is moved it should stretch and not return to its normal form.

Expected behavior
Character Joints are not broken by OfflineRIgidbody and Ragdoll is disconnected from TimeManagers manual Physics simulation.

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