[UNU v6] Strange ObjectSync behaviour observed during testing
tracked
FairlySadPanda
ORIGINAL BUG
Steps To Observe Behaviour:
- Create two objects with VRC_ObjectSync components.
- Add a VRC_Pickup script to one of the objects.
- Use the new networking debug menu that shows ownership, priority and data transfer per second to check the priority state of the two scripts.
Steps to Reproduce Bug:
- Create an object with an ObjectSync script.
Expected Outcome:
You should be able to just mark an object sync object as Important without having to attach a dummy pickup script (and the associated dummy rigidbody)
Actual Outcome:
You're forced to add a pickup script to mark a sync object as high priority.
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After Vowgan and I did more testing, we're getting less consistent results. I don't understand the logic for how something is Important - it seems like attaching a pickup script might help? Maybe if the syncer is enabled whilst it's in the player's view?
It'd be good to get some information on how Important/Normal priorities work and if the above (attaching a pickup script) actually makes a synced object higher priority as this is quite confusing at the moment.
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Some more testing - it seems like ObjectSync is very inconsistent. Attaching a pickup has had the effect of actually totally desyncing the pos/rot of the ObjectSync'ed object in testing after doing a FlagDiscontinuity on the ObjectSync.
We're also seeing five-second lag on ObjectSync'ed objects in certain circumstances, generally again after firing FlagDiscontinuity on the ObjectSync.
(Apologies for this odd bug report - this is what happens when weird behaviour is observed
after
observing something in engine...)===
We're using my pool test world to explore this behaviour: https://vrchat.com/home/launch?worldId=wrld_7c23c9c3-fa6f-40ed-8f75-776fed2eef4e - I'll add some instructions for how to use the synced pickup system for QA to take a look at if they're interested.
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Momo the Monster
tracked
FairlySadPanda
This bug was originally reported as the original ticket, but further testing w/ Vowgan has exposed a lot of oddity. I'm thinking the main bug I've found is that FlagDiscontinuity seems to be able to cause a significant desync problem. But we really need better control over sync, or at least more understanding of what triggers a sync being Important or not.