SyncedDestroy destroying additional unwanted gameobjects
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In our game, we're spawning drones continously. Every drone has a script attached that OnSyncedTriggerEnter with the walls tells TrueSyncManager to SynchedDestroy it. It does that as expected, but in addition, it also destroys gameobjects that just got SyncedInstantiated. You can see the usual drone pattern, but once some drones start hitting the walls and triggering the destroy, the newly spawned drones also get destroyed, which leaves a gap in the pattern.
Any idea what causes this or if there's any workaround to it? We really need to destroy the specific gameobjects when they hit the collider, otherwise the game'll be flooded with them.
Any idea what causes this or if there's any workaround to it? We really need to destroy the specific gameobjects when they hit the collider, otherwise the game'll be flooded with them.
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Best Answer
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Hi @blubwage, as you noticed it is probably some bug in the Instatiate/Destroy made by TrueSyncManager. If you are not using rollbacks in your game you can check the SyncedDestroy logic in TrueSyncManager to reproduce only the "destroy" part of the specific gameObject. We will note down issue. Thanks for the report.5
Answers
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Hi @blubwage, as you noticed it is probably some bug in the Instatiate/Destroy made by TrueSyncManager. If you are not using rollbacks in your game you can check the SyncedDestroy logic in TrueSyncManager to reproduce only the "destroy" part of the specific gameObject. We will note down issue. Thanks for the report.5