Network Transform vs. Network Transform Obsolete
We are learning about Fusion in Unity now, attempting to migrate from PUN.
The interface and documentation say that we should not use "Network Transform Obsolete", and instead use "Network Transform."
However, they behave entirely differently. I'm not sure how to explain it, but I made a GIF to demonstrate.
In the video the view on the left is the local scene view. Thew view on the right is a screen cast of a remote player watching the player being controlled on the left. In other words, this is a multi-player view. Right side is the remote view.
There are two stacks of objects, childed to each other from bottom to top. Each Sphere has a Network Transform or Network Transform Obsolete on it, and then a connecting cube.
The stack on the right is using Network Transform Obsolete, and you can see that moving the bottom sphere causes the entire stack to move perfectly as expected.
The stack on the left is using Network Transform, and you can see that all of its children objects spaz out all over the place on other player's views when the parent is moved.
We have tried every combination of settings, but the Network Transform always results in terrible remote views like this while the Network Transform Obsolete works perfectly.
Can anyone give us any insight on why Network Transform does this and how it could be corrected to work like the very reliable Network Transform Obsolete?
Or should we just use "Obsolete" forever and ignore all of the warnings that it is going away?