Unity-Technologies / Unity-Technologies/com.unity.netcode.gameobjects
Automatically invoke `NetworkVariable.OnValueChanged` when spawning
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- 主要語言
- C#
- 星號
- 2.3k
- 分支
- 461
- 平均合併
- 3 天 16 小時
- 30 天內合併 PR
- 20
描述
Feedback
When load scene with in-scene placed NetworkObject or dynamically spawn NetworkObject, connected client would spawn the object and NetworkVariable value synced with the server. But the OnValueChanged is not called, even if the value has been synced with the value of server, and is different from the default value that has been set in NetworkBehaviour. The current behavior of skipping OnValueChanged when spawning also doesn't depend on where the OnValueChanged has been registered, in OnNetworkSpawn , OnNetworkPreSpawn or even in Awake.
This caused a lot of problems, because NetworkVariable may be a bool that enable/disable a renderer, or set a shader field through OnValueChanged. Skipping OnValueChanged would make render frame inconsistent with what's intended. This is specially annoying when late-join client starts to spawn all NetworkObject, without OnValueChanged the game states would drastically different from server. The problem also shows up when a previously NetworkHide object become visible again and client respwan the object but with inconsistent states from server.
Suggested Changes
When spawning, all NetworkVariable should be synchronized, and corresponding OnValueChanged should all get called, because clients are supposed to keep the same states as server. The server has likely changed the value of NetworkVariable and have already called the OnValueChanged on server side, so when spawning happens, client need to not only sync all values of NetworkVariable, but also call all OnValueChanged to keep the same states as server.
An intuitive way is to register OnValueChanged in OnNetworkPreSpawn, so that during subsequent spawning any valid callbacks registered will get called.
貢獻指南
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- 送出 Pull Request,並在描述裡引用這個 Issue 編號。
研究方向
首先追蹤 NetworkObject 生成期間的 NetworkVariable 同步,包括在 Awake、OnNetworkPreSpawn 和 OnNetworkSpawn 中註冊回呼。重現所述的場景內、動態生成、後加入以及 NetworkHide 可見性案例;當同步值呼叫 OnValueChanged 且用戶端狀態與伺服器一致時,即視為完成。
由索引模型根據 Issue 內容生成。
評估
- 技術堆疊
- csharp, unity
- 領域
- game-dev, networking
- Issue 類型
- 缺陷
- 難度
- 4/5
- 預估耗時
- 3-5 天
- 活躍度
- 冷清
- 描述清晰度
- 基本清楚
- 新手友好度
- 45/100