Comments (7)
this bug is because entity.syncingFromClient is reset to false after EnterSpace.
from goworld.
What you see wrong in the behavior of game characters?
from goworld.
The player character can move around in the scene, but the server thinks they're still at 0,0,0. The monsters will target the player, but get all stuck at the same spot (0,0,0) as they think that's where the player is.
from goworld.
Seems it is due to that entity.syncingFromClient is set to false. When entity.syncingFromClient is False, entity positions sent by client are simply ignored by server. Player normally set syncingFromClient=false when it is dead or in some unmovable states. Maybe some logic is invalid and set syncingFromClient=false incorrectly.
from goworld.
Already checked that, it's not getting set anywhere except in the player initialization
from goworld.
Is it possible the entity for the player is being added to the entity map twice? You store an id mapped to an entity pointer and could possibly be adding an entity without the default attributes.
from goworld.
should be fixed now
from goworld.
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from goworld.