test fix
Some more modifications to NetworkTransformOwnershipTests (waiting for FixedUpdate)
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5877aad78c
Коммит
beebcd63f2
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@ -235,10 +235,12 @@ namespace Unity.Netcode.RuntimeTests
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nonOwnerInstance.transform.position = Vector3.zero;
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yield return s_DefaultWaitForTick;
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if (m_MotionModel == MotionModels.UseRigidbody)
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{
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yield return new WaitForFixedUpdate();
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}
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var testPosition = m_MotionModel == MotionModels.UseRigidbody ? nonOwnerInstance.GetComponent<Rigidbody>().position : nonOwnerInstance.transform.position;
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Assert.True(Approximately(testPosition, valueSetByOwner), $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} was allowed to change its position! Expected: {valueSetByOwner} Is Currently:{nonOwnerInstance.transform.position}");
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Assert.True(Approximately(GetNonOwnerPosition(), valueSetByOwner), $"{networkManagerNonOwner.name}'s object instance {nonOwnerInstance.name} was allowed to change its position! Expected: {valueSetByOwner} Is Currently:{GetNonOwnerPosition()}");
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// Change ownership and wait for the non-owner to reflect the change
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VerifyObjectIsSpawnedOnClient.ResetObjectTable();
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@ -279,11 +281,10 @@ namespace Unity.Netcode.RuntimeTests
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ownerInstance.transform.localScale = valueSetByOwner;
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rotation.eulerAngles = valueSetByOwner;
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yield return s_DefaultWaitForTick;
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// Allow scale to update first when using rigid body motion
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if (m_MotionModel == MotionModels.UseRigidbody)
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{
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yield return s_DefaultWaitForTick;
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yield return new WaitForFixedUpdate();
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yield return new WaitForFixedUpdate();
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}
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