Object Sync Problems
즈이멍이
If an object with an object sync component is inactive and a user enters the world late and interacts with it (in our case, "activates" it), it will sync in the wrong place: A location that was previously 'deactivated'.
Other objects that were not interacted with in that world will work fine, and users who entered the world earlier will work fine. But users who entered late will be screwed.
Here's how we encountered the problem
- a user who has already entered the world grabs the object (owner set)
- the object is 'disabled'.
- someone enters the world late.
- there is a synchronization problem when the object is 'activated'.
(*Honestly, this(4) is the hardest part to understand.
It's hard for me to figure out if it's only a problem when it's activated, or if it's other things like transforms after it's activated.)
*ex) transform, objectpool, teleport to
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Puppet~
Stuff like this is why I don't like using VRCObjectSync unless I have to.
It seems like once the object is enabled, it still receives and sets position data
event if we own it and already set it to be in a different position
.I'm pretty sure this is a bug? Or at least unexpected behavior.
Lutica_CANARD
There is a video that shows when I encountered this bug.