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When running network synchronized scenes, remote clients will occasionally observe the player ped in the scene "fall out" of the scene, either by going into idle pose, or falling about 3 meters down (through collision)
This does not occur for just two clients, and appears to worsen the more clients that are there.
Expected result
Network synchronized scenes should not fail for remote clients.
Reproduction steps
Have four or more clients in one area
Have one, or all run synchronized scene(s) with or without prop elements
Footage of four clients running scenes from the perspective of two. With props, same issue.
FiveM_cl2_b3258_GTAProcess_wK9C2p7t5M.mp4
Importancy
Unknown
Area(s)
FiveM, FXServer, OneSync
Specific version(s)
FiveM, All game builds, all game servers
Additional information
When a character falls out of the scene for remote players, all remote players see that happen in sync. On the executing clients end, nothing is wrong.
This happens even with networksynchronizedscenes which contain only one ped, and no objects.
This seems to worsen with a lot of scenes firing off (as is often required for certain mechanics, especially interactive sequences seen in GTA Online like casino lockboxes and grabbing cash anims which will trigger like a scene a second.)
"Array handlers" were mentioned as being the culprit of this when i had mentioned it prior.
As seen in my code, nothing is done to the peds involved or the scene up until it hits the 0.8 phase.
The text was updated successfully, but these errors were encountered:
Lucas7yoshi
changed the title
Network synchronized scenes will fail for remote clients with >3 clients present.
Network synchronized scenes will fail for remote clients with >2 clients present.
Nov 7, 2024
What happened?
When running network synchronized scenes, remote clients will occasionally observe the player ped in the scene "fall out" of the scene, either by going into idle pose, or falling about 3 meters down (through collision)
This does not occur for just two clients, and appears to worsen the more clients that are there.
Expected result
Network synchronized scenes should not fail for remote clients.
Reproduction steps
Footage of four clients running scenes from the perspective of two. The scene has no props and only characters.
https://github.com/user-attachments/assets/6569ba32-cd37-4fba-a17a-2ac65346b96a
Code for above provided: https://gist.github.com/Lucas7yoshi/c9ff818f55ecd3b5540e0b3a3d30366e
Footage of four clients running scenes from the perspective of two. With props, same issue.
FiveM_cl2_b3258_GTAProcess_wK9C2p7t5M.mp4
Importancy
Unknown
Area(s)
FiveM, FXServer, OneSync
Specific version(s)
FiveM, All game builds, all game servers
Additional information
When a character falls out of the scene for remote players, all remote players see that happen in sync. On the executing clients end, nothing is wrong.
This happens even with networksynchronizedscenes which contain only one ped, and no objects.
This seems to worsen with a lot of scenes firing off (as is often required for certain mechanics, especially interactive sequences seen in GTA Online like casino lockboxes and grabbing cash anims which will trigger like a scene a second.)
"Array handlers" were mentioned as being the culprit of this when i had mentioned it prior.
As seen in my code, nothing is done to the peds involved or the scene up until it hits the 0.8 phase.
The text was updated successfully, but these errors were encountered: