Hello everyone,
I believe I've run into an engine issue regarding the physics of
NetworkObjects after a teleportation. Please note that this was working perfectly fine before.The Issue: If you teleport a
NetworkObject to a new position while it was initially very far away from a client, the engine doesn't seem to update or re-enable its physics on the client side.Further Observation: Interestingly, if instead of just updating the position of the
NetworkObject to teleport it over a long distance, I completely destroy it and respawn a new one at the new location, there is no issue at all and the collisions work perfectly.My Theory: Since the object is initially far away, S&box likely disables its colliders for optimization purposes (network culling / sleep). However, when the teleportation occurs (just changing the position over a large distance), the physics state isn't updated on the client side. As a result, even though the object's collider is technically set to active, it behaves exactly as if it has no collider at all.
Has anyone else experienced this issue recently?