Description
Description
Hi, we've updated our netcode version from 1.11 to 1.13 to fix the bug with NetworkVariables not reinitializing.
Now after updating our ClientNetworkTransforms are not syncing anymore if a client has ownership.
They sync correctly if the host has ownership, but if the client takes ownership the transform won't sync to the host or other clients anymore. (owner client id changes correctly)
This happens for both in-scene and dynamically spawned objects.
I don't have an isolated repro yet without our other systems, I will get on that, but I wanted to ask here if there are any pointers to what has changed and could cause this?
I wanted to release an update to fix the networkvariable issues, but this is a kinda big blocker.
Netcode for gameobjects 1.13.0, unity 2022.3.51f1, Windows 10 editor.
host-client architecture
was working previously in netcode 1.11.0, 1.10.0, 1.7.1