[884] First master unable to broadcast triggers from spawned objects
closed
Lyuma
Steps to reproduce:
- Load with two clients. Be aware of which is master.
- On Master, hit esc (or in VR, press jump button), click the gear icon, then click any block.
- On Master, walk outside the blue hatched zone and right click a few times to create blocks. A number will appear each time you click. It should be a number from 1 to 200.
- On NotMaster, observe that the object sync works, but the number is 765.4321 - this indicates that no trigger executed. The integer part of this number is set using the AnimationFloat trigger. It is directly set on the digit display material from the animation clips.
- repeat steps 2-4 from NotMaster, and you should observe that both clients see the same number appear.
- Have Master rejoin.
- repeat steps 2-4 on either client, and it should continue syncing.
I know this is not boiled down to a simple test case. I am trying to document the behaviour, and also point out that broadcasting triggers
do
work in many cases.One unusual thing to note: left click (trigger DestroyBlockRemote) does not appear to broadcast the number correctly. One client will see 950 (destroy block ID) and other client will see the old value. I don't know why but I'm assuming this is my own bug since I had to hack up this world last minute to use triggers instead of animation sync.
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Tupper - VRChat Head of Community
closed
Closing due to age. If this is still an issue, please create a new item in the relevant Feedback board!
Lyuma
danly I got a simpler test world for this and the other issue: https://www.vrchat.com/home/launch?worldId=wrld_48b2c1ee-fd9c-4aa1-b53d-b046b305c4c0
You don't need step 2 any more about hitting esc, just right click in desktop mode. i didn't test this world with VR...I don't know if it even works. Test using desktop mode.
danly
Lyuma: Thanks!
Lyuma
Just a note: syncing of blocks for late joiners is not expected: although blocks are game objects, they actually are spawned in locally, much like trails or particles you would find in pens which also don't sync for late joiners...
What we're interested in here are the white spheres (the object syncs) and the number next to them changing one second after the sphere moves.(the number is set by a 1 second delayed AlwaysUnbuffered AnimationFloat and AnimationTrigger trigger action)
Ruuubick - Designer
tracked