[SDK][862] "Offline Test" option is broken with multiple clients
tracked
CyanLaser
Please fix multi-client "Offline Testing" or provide a better way to test networking without a full world upload.
The SDK provides two buttons for testing. One is for local testing and the other is for full uploads. Local testing, or "Offline Testing", still requires a network connection and also provides an option for the number of clients. While some things appear to work with only one client, when using more than one client, local testing breaks and behavior is unreliable. Since this is built right into the SDK, people believe that it is correct functionality and think that their world is broken, wasting many hours of debugging and more bad testing.
Known issues:
-Network IK only sends for master
-OnPlayerJoined/OnPlayerLeft triggers do not fire
-Sitting in stations force all clients to the same position
-Object ownership does not act properly between clients
-Sometimes only the master can execute ANY triggers
-Some clients do not make it to the same instance
-Some clients are kicked to home
Previous canny relating to multi-client local testing was closed with the response that using the same account for the same instance is not supported. Users are required to log into different accounts. This is not a solution. The general user does not know they are required to have multiple accounts to test their own worlds properly. Multiple accounts can only enter the same world if the world has been fully uploaded. Some users also have a very slow or limited connection and uploading a full world is impractical.
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Leucius
Now broken even more with the security update as EAC will only allow for one client
FloydianSound
still an issue today
you may however use the advanced settings "last build" and launch additionnal builds within the same environment.
not sure if these will fire network events, but at least you can test videoplayers syncing this way
Momo the Monster
tracked
GotoFinal
As not being able to quickly test was annoying to me, I've made this small tool: https://github.com/GotoFinal/GotoUdon
It allows for 2 things:
- Test basic stuff directly in editor for udon
- Just build a map, upload it, and start multiple vrchat clients on different accounts in that new uploaded instance with single button click.
GotoFinal
Currently I can't even start multiple ones in same local instance... each one is in different one.
Team Mike Productions
I totally agree - I'm running into this issue while making a world and it makes it incredibly annoying to test.
Kosyne
With udon out now, stuff like this should become a priority. Since I've started working on worlds the last few weeks I feel like I've spent more time on this site than in unity.
Saffron
Can't stress how much time I've wasted thinking something was wrong with my triggers or sync setups because of this bug. I hope this gets fixed sooner than later, because it was so much easier compared to logging into multiple accounts and reuploading the world every time when offline testing used to work properly.