From 2fbe050e2493f4bf15af50413b4bd9b26b9c1b6a Mon Sep 17 00:00:00 2001
From: NoelStephensUnity <73188597+NoelStephensUnity@users.noreply.github.com>
Date: Fri, 4 Jun 2021 17:18:40 -0500
Subject: [PATCH 1/3] refactor
Assure non-authorized player instances' rigid body is set to be kinematic.
---
.../Tests/Manual/Scripts/RandomMovement.cs | 20 ++++++++++++++++---
1 file changed, 17 insertions(+), 3 deletions(-)
diff --git a/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs b/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs
index 5f1c949301..0a125dc961 100644
--- a/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs
+++ b/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs
@@ -1,19 +1,33 @@
using UnityEngine;
+using MLAPI;
namespace TestProject.ManualTests
{
///
/// Used with GenericObjects to randomly move them around
///
- public class RandomMovement : MonoBehaviour, IPlayerMovement
+ public class RandomMovement : NetworkBehaviour, IPlayerMovement
{
private Vector3 m_Direction;
private Rigidbody m_Rigidbody;
- public void Start()
+ public override void NetworkStart()
{
m_Rigidbody = GetComponent();
- ChangeDirection(true, true);
+ if (NetworkObject != null)
+ {
+ if (!NetworkObject.IsOwner)
+ {
+ if (m_Rigidbody != null)
+ {
+ m_Rigidbody.isKinematic = true;
+ }
+ }
+ else
+ {
+ ChangeDirection(true, true);
+ }
+ }
}
public void Move(int speed)
From 73479af7fd9255a5c61b37d7662510dff592f9b0 Mon Sep 17 00:00:00 2001
From: NoelStephensUnity <73188597+NoelStephensUnity@users.noreply.github.com>
Date: Fri, 4 Jun 2021 17:21:42 -0500
Subject: [PATCH 2/3] fix
Yamato's requirement for there to be more than 1 commit in a branch.
---
testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs | 1 +
1 file changed, 1 insertion(+)
diff --git a/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs b/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs
index 0a125dc961..d02ee65953 100644
--- a/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs
+++ b/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs
@@ -11,6 +11,7 @@ public class RandomMovement : NetworkBehaviour, IPlayerMovement
private Vector3 m_Direction;
private Rigidbody m_Rigidbody;
+
public override void NetworkStart()
{
m_Rigidbody = GetComponent();
From bd7b29d35f51c9be4aa332dd76aa7e9efa12f6e7 Mon Sep 17 00:00:00 2001
From: NoelStephensUnity <73188597+NoelStephensUnity@users.noreply.github.com>
Date: Tue, 8 Jun 2021 17:09:38 -0500
Subject: [PATCH 3/3] refactor
Minor adjustment to for the logic behind setting isKinematic.
---
.../Assets/Tests/Manual/Scripts/RandomMovement.cs | 12 +++---------
1 file changed, 3 insertions(+), 9 deletions(-)
diff --git a/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs b/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs
index d02ee65953..e149c7dd84 100644
--- a/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs
+++ b/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs
@@ -15,16 +15,10 @@ public class RandomMovement : NetworkBehaviour, IPlayerMovement
public override void NetworkStart()
{
m_Rigidbody = GetComponent();
- if (NetworkObject != null)
+ if (NetworkObject != null && m_Rigidbody != null)
{
- if (!NetworkObject.IsOwner)
- {
- if (m_Rigidbody != null)
- {
- m_Rigidbody.isKinematic = true;
- }
- }
- else
+ m_Rigidbody.isKinematic = !NetworkObject.IsOwner;
+ if (!m_Rigidbody.isKinematic)
{
ChangeDirection(true, true);
}