I'm using my own override method for player spawning as I quickly integrated my old spawnpoint system from old networking. Everything is working fine, players appear in the right positions... except for the rotation.
As I have some client prediction/lag compensation/peer interpolation system I'm migrating, I do not use automtic syncing via NetworkTransform - it would not work together with the existing code I have.
Spawning players via NetworkManager ignores rotation
As I have some client prediction/lag compensation/peer interpolation system I'm migrating, I do not use automtic syncing via NetworkTransform - it would not work together with the existing code I have.
Code (CSharp):
- public override void OnServerAddPlayer(NetworkConnection...