MasterBufferOne buffers when non masters initiate the trigger
closed
CyanLaser
Master buffer one triggers can only be fired in the instance by the current master. If anyone else initiates the trigger, nothing happens for people in the instance. These triggers are still buffered even though master did not initiate it and will execute for late joiners.
Example test world: wrld_dd6e4119-0198-497e-b913-b6054189f84a
there are 256 cubes, each with a MasterBufferOne OnInteract SetGameObjectActive to a cube above it. Have two people join the room. Have non master click a box and rejoin the world. See that the clicked box is now active for the person that just joined.
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SDK2 is gone🦀
Saffron
Just so it isn't overlooked when it eventually gets fixed, I'd like to point out this issue is also present with OwnerBufferOne.
I ran into the same exact issue with a world I was recently working on and couldn't figure out what was going on until I stumbled across this bug report.
CyanLaser
Continuing on the MasterBufferOne brokenness:
-MasterBufferOne to another MasterBufferOne does not buffer the second MasterBufferOne. This is also affected by the main bug in this post. The first one buffers properly but then the second one only buffers after rejoining again since the first one triggers the second master buffer that you (non master) buffer for late joiners.
-AnimationEvent -> ExecuteCustomTrigger to a MasterBufferOne custom trigger sometimes do not buffer. In these cases, the only difference is when the instigator left the instance. If another player rejoins, things do not buffer. Once Master leaves and rejoins, things buffer properly.
This bug is causing me to rework all of my MasterBufferOne uses and make everything even more janky with work arounds. With MasterBufferOne being broken, we do not have a good way to only have one client send a global event that is properly buffered. Figuring out buffering is already difficult. These bugs just make it impossible for the average world creator to get buffering properly.