Strange Behavior Lerping an object in Networking session

Hi, hoping you’re doing well : ). I’m making a networking test game. I have already done the controller for the players. Until now, I have added a ball, which is suppose to be a mobile obstacle, this ball has a script that defines its movement. In order to move, the ball has a list of Transforms (empty GameObjects) and a method that lerps the ball towards each Transform.
The ball in the editor looks like:


image.png

image.png

Original Post on Discord

by user 632418299711324161

The ObsMovement script looks like :

export class ObsMovement extends Behaviour{


    @serializable()
    speed : number = 3;

    @serializable(Array<GameObject>)
    moveTargets !: Array<GameObject>

    protected currentDestination !:GameObject;
    protected destinationPosition !: Vector3;
    protected currentPosition !:Vector3;

    protected arrive : boolean = false;

    //protected movementVector : Vector3 = new Vector3(0,0,0); 
    protected canMove :boolean = false;

    onEnable(): void {
        //this.gameObject.getComponent(SyncedTransform)?.requestOwnership();
    }

    start(): void {
        
        this.currentPosition = getWorldPosition(this.gameObject);
        this.currentDestination = this.moveTargets[0]; 
        this.destinationPosition = getWorldPosition(this.currentDestination);
        console.log("Current destination (Game Object) ",this.currentDestination);
        console.log("Destination Position (Vector 3) ",this.destinationPosition);
        console.log("Current Position (Vector 3) ",this.currentPosition);
    }

    update(): void {
        if(this.context.input.getKeyDown()=="x"){
            console.log("POINTER DOWN")
            this.canMove = true; 
        }
        if(this.canMove){
           this.moveTowards(); 
        }
    }

    moveTowards(){
        
        if(!this.arrive){
            this.currentPosition.lerp(this.destinationPosition, this.context.time.deltaTime*this.speed);
            setWorldPosition(this.gameObject,this.currentPosition);
            if(this.currentPosition.distanceTo(this.destinationPosition)<1){
                //this.arrive = true;
            }
        }else{
            // Set a new destination 
        }

    }

    setDestination(newDestination : GameObject){
        this.currentPosition = getWorldPosition(this.gameObject);
        this.currentDestination = newDestination; 
        this.destinationPosition = getWorldPosition(newDestination,);
    }

}

by user 632418299711324161

Okey, now, here comes the weird thing.
When I´m in solo it works fine. (When I click “x” it lerps)

by user 632418299711324161

20231122165324.mp4

by user 632418299711324161

But when I add a second player, this happens

by user 632418299711324161

20231122165450.mp4

by user 632418299711324161

What is happening ? Why is the red ball following the players ?

by user 632418299711324161

This should be the destination of the ball :

by user 632418299711324161

Both ball and the D1 (a transform) are children from the object Enemy

by user 632418299711324161

Hi, the serializable for your moveTargets is not correct (it should not contain Array but instead just the Type GameObject)

@serializable(GameObject)
moveTargets !: Array<GameObject>

the problem might be related to getWorldPosition and the vector3 being re-used under the hood. Try creating a copy of it like so:

this.currentPosition = getWorldPosition(this.gameObject).clone();
this.destinationPosition = getWorldPosition(this.currentDestination).clone();

Ok, thaks marcel :slightly_smiling_face: That works almost well. Just there is another issue, when I try to change the new destination (another GameObject from the array) it doesn´t work. I have two versions, one cloning the next GameObject and the other not :

by user 632418299711324161

This is the new script :

export class ObsMovement extends Behaviour{


    @serializable()
    speed : number = 5;

    @serializable(GameObject)
    moveTargets !: Array<GameObject>

    protected currentDestination !:GameObject;
    protected destinationIndex : number = 0;
    protected destinationPosition !: Vector3;
    protected currentPosition !:Vector3;

    protected arrive : boolean = false;

    //protected movementVector : Vector3 = new Vector3(0,0,0); 
    protected canMove :boolean = false;

    onEnable(): void {
        this.gameObject.getComponent(SyncedTransform)!.requestOwnership();
    }

    start(): void {
        
        this.currentPosition = getWorldPosition(this.gameObject).clone();
        this.currentDestination = this.moveTargets[this.destinationIndex]; 
        this.destinationPosition = getWorldPosition(this.currentDestination).clone();
        console.log("Current destination (Game Object) ",this.currentDestination);
        console.log("Destination Position (Vector 3) ",this.destinationPosition);
        console.log("Current Position (Vector 3) ",this.currentPosition);
    }
    update(): void {
        if(this.context.input.getKeyDown()=="x"){
            console.log("POINTER DOWN")
            this.canMove = true; 
        }
        if(this.canMove){
           this.moveTowards(); 
        }
    }

by user 632418299711324161

setDestination(){
        this.currentPosition = getWorldPosition(this.gameObject);
        //this.currentDestination = newDestination.clone(); 
        this.destinationPosition = getWorldPosition(this.currentDestination).clone();
    }

    getNextDestination(){
        console.log("Current destination index", this.destinationIndex);
        this.destinationIndex=(this.destinationIndex+1)%this.moveTargets.length;
        console.log("New destination index",this.destinationIndex);
        this.currentDestination = this.moveTargets[this.destinationIndex].clone();
    }
}

by user 632418299711324161

Now, the problem is in the getNextDestination() method just when I change the currentDestination , It seems that there is an error when I use clone() :

by user 632418299711324161

by user 632418299711324161

On the other hand, If I don´t use clone() , the bahavior is the next :

by user 632418299711324161

by user 632418299711324161

Do you know whats happening? I know that is in the moment of re assing a new destination but I´m not sure why if is the same logic as the start() method.

by user 632418299711324161