Comments (3)
I'm 90% sure this is due to chunking. If the level is not loaded in client-side, you can see ghost projectiles go through walls.
The solution to this is to sync every projectile like we do for devastators and novas so that when the projectile's life comes to an end on the server it tells all clients to remove it. However, this has a bandwidth cost that will need to be researched. I imagine it won't be as large as the sniper packets bandwidth cost, but it'll be worth investigating.
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OK, figured out what we need to do
In ChunkManager.ActivateChunks
, there are 3 places that check a segment's GameObject.activeSelf
and if it's not correct it calls GameObject.SetActive(bool)
on it to fix it. This needs to change to set the segment's GameObject.GetComponent<MeshRenderer>.enabled
to the appropriate value.
In ChunkManager.ForceActivateAll
, the 3rd for
loop calls a segment's GameObject.SetActive(true)
function. In addition to that, it needs to also set the segment's GameObject.GetComponent<MeshRenderer>.enabled
to true.
This is well beyond my ability to transpile. @tobiasksu would you be able to try doing this?
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Actually it's Renderer
and not MeshRenderer
, but otherwise this appears to work. Thanks @tobiasksu!
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Related Issues (20)
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