Scale issues on PhotonNetwork.Instantiate in v1.79
steamcore
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Please compare the following images. The first is the view when objects are network instantiated. The second is when the game is in "Offline Mode".
Is anyone else having issues with scale of network instantiated objects?
Is anyone else having issues with scale of network instantiated objects?
0
Comments
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Seems others have found this too...
forum.photonengine.com/discussion/8647/photonnetwork-instantiate-scale-error-in-latest-version#latest0 -
Hi @steamcore,
I guess that you are instantiating the boxes using something likeGameObject.Instantiate(SomePrefab, Vector3, Quaternion, Parent);
. Please correct me if I'm wrong on this, but I assume that you want the boxes to be childs of the sandy underground game object.
When using Instantiate and setting a parent in this function call (as seen above), the scaling of the newly created object will be affected by the parents scaling. In this case, if the sandy underground's scaling is not set to 1/1/1, the boxes will have a different scaling. However their values shown in the inspector are not changed at all.
Since PhotonNetwork.Instantiate(...) doesn't make use of parents, the created game object will be placed on 'root' level in the hierarchy and is therefore not affected by any other scaling.
Please let us know, if this helps you solving the problem.0 -
Hi,
can you check this? I guess you are using PhotonAnimatorView right?
http://forum.photonengine.com/discussion/comment/31270/#Comment_31270
bye,
Jean1 -
Thanks Jean, yes I'm using Transform views, and this corrected it.jeanfabre said:Hi,
can you check this? I guess you are using PhotonAnimatorView right?
http://forum.photonengine.com/discussion/comment/31270/#Comment_31270
bye,
Jean0