VRC_DataStorage component breaks networked triggers
complete
HardLight670
Observed as of Beta Build 743
Adding a VRC_DataStorage component to a spawned prefab will break networked triggers for that object. Either the receiving client will be unable to process the trigger, or they will be able to process the trigger, but it will be on the wrong instance of the spawned object.
The effect is limited only to the object with the VRC_DataStorage attached to it. Objects up or down the spawned hierarchy work as expected.
Repro:
wrld_cb727742-a84c-4544-a749-4c9b70184e4d
- Launch into the world with 2 or more clients
- Using one client, Press each blue button to spawn some instanced data storage objects
- Using the other client, attempt to interact with each spawned object.
- Observe how interacting will either fail to elicit an effect on the first client, or cause the effect to occur on the wrong object.
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Ruuubick - Designer
complete
Per hardlight, this issue is now solved
CyanLaser
Tested in open beta build 884. Interacting with the spawned objects appear to sync between all clients in the instance to the correct object.
This seems to be a weird test case as the provided prefab has an empty animator and data storage. HardLight670 was the issue itself that these spawned objects would not send to the correct object simply if data storage was within the spawned object?
HardLight670
Also observed in release build 738