Author Topic: TNObject and rigid bodies bouncing  (Read 2579 times)


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TNObject and rigid bodies bouncing
« on: January 18, 2018, 07:10:29 PM »
I am sure this is some sort of simple noob issue, but I have this weird problem.

I have a local server running, and instantiated these cubes with the RCC method. The cubes have a TNObject and TNSyncRigidbody on them, and work great locally. When I rejoin my local server save though, all the things do a little bounce. They're clearly saving that part too because if i disconnect and rejoin while they are mid-bounce they continue their bounce where they left off. What am I forgetting to do?

PS: I bought TNet a couple years back, and finally got started on using it - so i am still learning the ropes here. TNet is amazing and very nicely done!


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Re: TNObject and rigid bodies bouncing
« Reply #1 on: February 10, 2018, 09:21:24 AM »
The TNSyncRigidbody script uses Target.OthersSaved which means the last network update is saved and re-transmitted when you re-connect (or when another player connects). This is probably why you get the little bounce. You can change it to Target.Others but then it'll lose position syncing for any new players or upon re-connecting.

The fix is to change velocity and angular velocity to be using Target.Others and the position and rotation to (continue to) be using Target.OthersSaved. They'll each need their own RFC.