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com.unity.netcode.gameobjects/Tests/Runtime/Physics/NetworkRigidbodyTest.cs
Unity Technologies 016788c21e com.unity.netcode.gameobjects@2.1.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [2.1.1] - 2024-10-18

### Added

- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
  - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
  - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)
- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)

### Fixed

- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)

### Changed

- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
2024-10-18 00:00:00 +00:00

496 lines
23 KiB
C#

#if COM_UNITY_MODULES_PHYSICS
using System.Collections;
using System.Collections.Generic;
using System.Text;
using NUnit.Framework;
using Unity.Netcode.Components;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(RigidbodyInterpolation.Interpolate, true, true)] // This should be allowed under all condistions when using Rigidbody motion
[TestFixture(RigidbodyInterpolation.Extrapolate, true, true)] // This should not allow extrapolation on non-auth instances when using Rigidbody motion & NT interpolation
[TestFixture(RigidbodyInterpolation.Extrapolate, false, true)] // This should allow extrapolation on non-auth instances when using Rigidbody & NT has no interpolation
[TestFixture(RigidbodyInterpolation.Interpolate, true, false)] // This should not allow kinematic instances to have Rigidbody interpolation enabled
[TestFixture(RigidbodyInterpolation.Interpolate, false, false)] // Testing that rigid body interpolation remains the same if NT interpolate is disabled
internal class NetworkRigidbodyTest : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
private bool m_NetworkTransformInterpolate;
private bool m_UseRigidBodyForMotion;
private RigidbodyInterpolation m_RigidbodyInterpolation;
public NetworkRigidbodyTest(RigidbodyInterpolation rigidbodyInterpolation, bool networkTransformInterpolate, bool useRigidbodyForMotion)
{
m_RigidbodyInterpolation = rigidbodyInterpolation;
m_NetworkTransformInterpolate = networkTransformInterpolate;
m_UseRigidBodyForMotion = useRigidbodyForMotion;
}
protected override void OnCreatePlayerPrefab()
{
var networkTransform = m_PlayerPrefab.AddComponent<NetworkTransform>();
networkTransform.Interpolate = m_NetworkTransformInterpolate;
var rigidbody = m_PlayerPrefab.AddComponent<Rigidbody>();
rigidbody.interpolation = m_RigidbodyInterpolation;
var networkRigidbody = m_PlayerPrefab.AddComponent<NetworkRigidbody>();
networkRigidbody.UseRigidBodyForMotion = m_UseRigidBodyForMotion;
}
/// <summary>
/// Tests that a server can destroy a NetworkObject and that it gets despawned correctly.
/// </summary>
/// <returns></returns>
[UnityTest]
public IEnumerator TestRigidbodyKinematicEnableDisable()
{
// This is the *SERVER VERSION* of the *CLIENT PLAYER*
var serverClientPlayerInstance = m_ServerNetworkManager.ConnectedClients[m_ClientNetworkManagers[0].LocalClientId].PlayerObject;
// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
var clientPlayerInstance = m_ClientNetworkManagers[0].LocalClient.PlayerObject;
Assert.IsNotNull(serverClientPlayerInstance, $"{nameof(serverClientPlayerInstance)} is null!");
Assert.IsNotNull(clientPlayerInstance, $"{nameof(clientPlayerInstance)} is null!");
var serverClientInstanceRigidBody = serverClientPlayerInstance.GetComponent<Rigidbody>();
var clientRigidBody = clientPlayerInstance.GetComponent<Rigidbody>();
if (m_UseRigidBodyForMotion)
{
var interpolateCompareNonAuthoritative = m_NetworkTransformInterpolate ? RigidbodyInterpolation.Interpolate : m_RigidbodyInterpolation;
// Server authoritative NT should yield non-kinematic mode for the server-side player instance
Assert.False(serverClientInstanceRigidBody.isKinematic, $"[Server-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is kinematic!");
// The authoritative instance can be None, Interpolate, or Extrapolate for the Rigidbody interpolation settings.
Assert.AreEqual(m_RigidbodyInterpolation, serverClientInstanceRigidBody.interpolation, $"[Server-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
$"player's {nameof(Rigidbody)}'s interpolation is {serverClientInstanceRigidBody.interpolation} and not {m_RigidbodyInterpolation}!");
// Server authoritative NT should yield kinematic mode for the client-side player instance
Assert.True(clientRigidBody.isKinematic, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is not kinematic!");
// When using Rigidbody motion, authoritative and non-authoritative Rigidbody interpolation settings should be preserved (except when extrapolation is used
Assert.AreEqual(interpolateCompareNonAuthoritative, clientRigidBody.interpolation, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
$"player's {nameof(Rigidbody)}'s interpolation is {clientRigidBody.interpolation} and not {interpolateCompareNonAuthoritative}!");
}
else
{
// server rigidbody has authority and should not be kinematic
Assert.False(serverClientInstanceRigidBody.isKinematic, $"[Server-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is kinematic!");
Assert.AreEqual(RigidbodyInterpolation.Interpolate, serverClientInstanceRigidBody.interpolation, $"[Server-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
$"player's {nameof(Rigidbody)}'s interpolation is {serverClientInstanceRigidBody.interpolation} and not {nameof(RigidbodyInterpolation.Interpolate)}!");
// Server authoritative NT should yield kinematic mode for the client-side player instance
Assert.True(clientRigidBody.isKinematic, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is not kinematic!");
// client rigidbody has no authority with NT interpolation disabled should allow Rigidbody interpolation
if (!m_NetworkTransformInterpolate)
{
Assert.AreEqual(RigidbodyInterpolation.Interpolate, clientRigidBody.interpolation, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
$"player's {nameof(Rigidbody)}'s interpolation is {clientRigidBody.interpolation} and not {nameof(RigidbodyInterpolation.Interpolate)}!");
}
else
{
Assert.AreEqual(RigidbodyInterpolation.None, clientRigidBody.interpolation, $"[Client-Side] Client-{m_ClientNetworkManagers[0].LocalClientId} " +
$"player's {nameof(Rigidbody)}'s interpolation is {clientRigidBody.interpolation} and not {nameof(RigidbodyInterpolation.None)}!");
}
}
// despawn the server player (but keep it around on the server)
serverClientPlayerInstance.Despawn(false);
yield return WaitForConditionOrTimeOut(() => !serverClientPlayerInstance.IsSpawned && !clientPlayerInstance.IsSpawned);
AssertOnTimeout("Timed out waiting for client player to despawn on both server and client!");
// When despawned, we should always be kinematic (i.e. don't apply physics when despawned)
Assert.True(serverClientInstanceRigidBody.isKinematic, $"[Server-Side][Despawned] Client-{m_ClientNetworkManagers[0].LocalClientId} player's {nameof(Rigidbody)} is not kinematic when despawned!");
Assert.IsTrue(clientPlayerInstance == null, $"[Client-Side] Player {nameof(NetworkObject)} is not null!");
}
}
internal class ContactEventTransformHelperWithInfo : ContactEventTransformHelper, IContactEventHandlerWithInfo
{
public ContactEventHandlerInfo GetContactEventHandlerInfo()
{
var contactEventHandlerInfo = new ContactEventHandlerInfo()
{
HasContactEventPriority = IsOwner,
ProvideNonRigidBodyContactEvents = m_EnableNonRigidbodyContacts.Value,
};
return contactEventHandlerInfo;
}
protected override void OnRegisterForContactEvents(bool isRegistering)
{
RigidbodyContactEventManager.Instance.RegisterHandler(this, isRegistering);
}
}
internal class ContactEventTransformHelper : NetworkTransform, IContactEventHandler
{
public static Vector3 SessionOwnerSpawnPoint;
public static Vector3 ClientSpawnPoint;
public static bool VerboseDebug;
public enum HelperStates
{
None,
MoveForward,
}
private HelperStates m_HelperState;
public void SetHelperState(HelperStates state)
{
m_HelperState = state;
if (!m_NetworkRigidbody.IsKinematic())
{
m_NetworkRigidbody.Rigidbody.angularVelocity = Vector3.zero;
m_NetworkRigidbody.Rigidbody.linearVelocity = Vector3.zero;
}
m_NetworkRigidbody.Rigidbody.isKinematic = m_HelperState == HelperStates.None;
if (!m_NetworkRigidbody.IsKinematic())
{
m_NetworkRigidbody.Rigidbody.angularVelocity = Vector3.zero;
m_NetworkRigidbody.Rigidbody.linearVelocity = Vector3.zero;
}
}
protected struct ContactEventInfo
{
public ulong EventId;
public Vector3 AveragedCollisionNormal;
public Rigidbody CollidingBody;
public Vector3 ContactPoint;
}
protected List<ContactEventInfo> m_ContactEvents = new List<ContactEventInfo>();
protected NetworkVariable<bool> m_EnableNonRigidbodyContacts = new NetworkVariable<bool>(false, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
protected NetworkRigidbody m_NetworkRigidbody;
public ContactEventTransformHelper Target;
public bool HasContactEvents()
{
return m_ContactEvents.Count > 0;
}
public Rigidbody GetRigidbody()
{
return m_NetworkRigidbody.Rigidbody;
}
public bool HadContactWith(ContactEventTransformHelper otherObject)
{
if (otherObject == null)
{
return false;
}
foreach (var contactEvent in m_ContactEvents)
{
if (contactEvent.CollidingBody == otherObject.m_NetworkRigidbody.Rigidbody)
{
return true;
}
}
return false;
}
protected virtual void CheckToStopMoving()
{
SetHelperState(HadContactWith(Target) ? HelperStates.None : HelperStates.MoveForward);
}
public void ContactEvent(ulong eventId, Vector3 averagedCollisionNormal, Rigidbody collidingBody, Vector3 contactPoint, bool hasCollisionStay = false, Vector3 averagedCollisionStayNormal = default)
{
if (Target == null)
{
return;
}
if (collidingBody != null)
{
Log($">>>>>>> contact event with {collidingBody.name}!");
}
else
{
Log($">>>>>>> contact event with non-rigidbody!");
}
m_ContactEvents.Add(new ContactEventInfo()
{
EventId = eventId,
AveragedCollisionNormal = averagedCollisionNormal,
CollidingBody = collidingBody,
ContactPoint = contactPoint,
});
CheckToStopMoving();
}
private void SetInitialPositionClientServer()
{
if (IsServer)
{
if (!NetworkManager.DistributedAuthorityMode && !IsLocalPlayer)
{
transform.position = ClientSpawnPoint;
m_NetworkRigidbody.Rigidbody.position = ClientSpawnPoint;
}
else
{
transform.position = SessionOwnerSpawnPoint;
m_NetworkRigidbody.Rigidbody.position = SessionOwnerSpawnPoint;
}
}
else
{
transform.position = ClientSpawnPoint;
m_NetworkRigidbody.Rigidbody.position = ClientSpawnPoint;
}
}
private void SetInitialPositionDistributedAuthority()
{
if (HasAuthority)
{
if (IsSessionOwner)
{
transform.position = SessionOwnerSpawnPoint;
m_NetworkRigidbody.Rigidbody.position = SessionOwnerSpawnPoint;
}
else
{
transform.position = ClientSpawnPoint;
m_NetworkRigidbody.Rigidbody.position = ClientSpawnPoint;
}
}
}
public override void OnNetworkSpawn()
{
m_NetworkRigidbody = GetComponent<NetworkRigidbody>();
m_NetworkRigidbody.Rigidbody.maxLinearVelocity = 15;
m_NetworkRigidbody.Rigidbody.maxAngularVelocity = 10;
if (NetworkManager.DistributedAuthorityMode)
{
SetInitialPositionDistributedAuthority();
}
else
{
SetInitialPositionClientServer();
}
if (IsLocalPlayer)
{
RegisterForContactEvents(true);
}
else
{
m_NetworkRigidbody.Rigidbody.detectCollisions = false;
}
base.OnNetworkSpawn();
}
protected virtual void OnRegisterForContactEvents(bool isRegistering)
{
RigidbodyContactEventManager.Instance.RegisterHandler(this, isRegistering);
}
public void RegisterForContactEvents(bool isRegistering)
{
OnRegisterForContactEvents(isRegistering);
}
private void FixedUpdate()
{
if (!IsSpawned || !IsOwner || m_HelperState != HelperStates.MoveForward)
{
return;
}
var distance = Vector3.Distance(Target.transform.position, transform.position);
var moveAmount = Mathf.Max(1.2f, distance);
// Head towards our target
var dir = (Target.transform.position - transform.position).normalized;
var deltaMove = dir * moveAmount * Time.fixedDeltaTime;
m_NetworkRigidbody.Rigidbody.MovePosition(m_NetworkRigidbody.Rigidbody.position + deltaMove);
Log($" Loc: {transform.position} | Dest: {Target.transform.position} | Dist: {distance} | MoveDelta: {deltaMove}");
}
protected void Log(string msg)
{
if (VerboseDebug)
{
Debug.Log($"Client-{OwnerClientId} {msg}");
}
}
}
[TestFixture(HostOrServer.Host, ContactEventTypes.Default)]
[TestFixture(HostOrServer.DAHost, ContactEventTypes.Default)]
[TestFixture(HostOrServer.Host, ContactEventTypes.WithInfo)]
[TestFixture(HostOrServer.DAHost, ContactEventTypes.WithInfo)]
internal class RigidbodyContactEventManagerTests : IntegrationTestWithApproximation
{
protected override int NumberOfClients => 1;
private GameObject m_RigidbodyContactEventManager;
public enum ContactEventTypes
{
Default,
WithInfo
}
private ContactEventTypes m_ContactEventType;
private StringBuilder m_ErrorLogger = new StringBuilder();
public RigidbodyContactEventManagerTests(HostOrServer hostOrServer, ContactEventTypes contactEventType) : base(hostOrServer)
{
m_ContactEventType = contactEventType;
}
protected override void OnCreatePlayerPrefab()
{
ContactEventTransformHelper.SessionOwnerSpawnPoint = GetRandomVector3(-4, -3);
ContactEventTransformHelper.ClientSpawnPoint = GetRandomVector3(3, 4);
if (m_ContactEventType == ContactEventTypes.Default)
{
var helper = m_PlayerPrefab.AddComponent<ContactEventTransformHelper>();
helper.AuthorityMode = NetworkTransform.AuthorityModes.Owner;
}
else
{
var helperWithInfo = m_PlayerPrefab.AddComponent<ContactEventTransformHelperWithInfo>();
helperWithInfo.AuthorityMode = NetworkTransform.AuthorityModes.Owner;
}
var rigidbody = m_PlayerPrefab.AddComponent<Rigidbody>();
rigidbody.useGravity = false;
rigidbody.isKinematic = true;
rigidbody.mass = 5.0f;
rigidbody.collisionDetectionMode = CollisionDetectionMode.Continuous;
var sphereCollider = m_PlayerPrefab.AddComponent<SphereCollider>();
sphereCollider.radius = 0.5f;
sphereCollider.providesContacts = true;
var networkRigidbody = m_PlayerPrefab.AddComponent<NetworkRigidbody>();
networkRigidbody.UseRigidBodyForMotion = true;
networkRigidbody.AutoUpdateKinematicState = false;
m_RigidbodyContactEventManager = new GameObject();
m_RigidbodyContactEventManager.AddComponent<RigidbodyContactEventManager>();
}
private bool PlayersSpawnedInRightLocation()
{
var position = m_ServerNetworkManager.LocalClient.PlayerObject.transform.position;
if (!Approximately(ContactEventTransformHelper.SessionOwnerSpawnPoint, position))
{
m_ErrorLogger.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} player position {position} does not match the assigned player position {ContactEventTransformHelper.SessionOwnerSpawnPoint}!");
return false;
}
position = m_ClientNetworkManagers[0].LocalClient.PlayerObject.transform.position;
if (!Approximately(ContactEventTransformHelper.ClientSpawnPoint, position))
{
m_ErrorLogger.AppendLine($"Client-{m_ClientNetworkManagers[0].LocalClientId} player position {position} does not match the assigned player position {ContactEventTransformHelper.ClientSpawnPoint}!");
return false;
}
var playerObject = (NetworkObject)null;
if (!m_ServerNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(m_ClientNetworkManagers[0].LocalClient.PlayerObject.NetworkObjectId))
{
m_ErrorLogger.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} cannot find a local spawned instance of Client-{m_ClientNetworkManagers[0].LocalClientId}'s player object!");
return false;
}
playerObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[m_ClientNetworkManagers[0].LocalClient.PlayerObject.NetworkObjectId];
position = playerObject.transform.position;
if (!Approximately(ContactEventTransformHelper.ClientSpawnPoint, position))
{
m_ErrorLogger.AppendLine($"Client-{m_ServerNetworkManager.LocalClientId} player position {position} for Client-{playerObject.OwnerClientId} does not match the assigned player position {ContactEventTransformHelper.ClientSpawnPoint}!");
return false;
}
if (!m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects.ContainsKey(m_ServerNetworkManager.LocalClient.PlayerObject.NetworkObjectId))
{
m_ErrorLogger.AppendLine($"Client-{m_ClientNetworkManagers[0].LocalClientId} cannot find a local spawned instance of Client-{m_ServerNetworkManager.LocalClientId}'s player object!");
return false;
}
playerObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[m_ServerNetworkManager.LocalClient.PlayerObject.NetworkObjectId];
position = playerObject.transform.position;
if (!Approximately(ContactEventTransformHelper.SessionOwnerSpawnPoint, playerObject.transform.position))
{
m_ErrorLogger.AppendLine($"Client-{m_ClientNetworkManagers[0].LocalClientId} player position {position} for Client-{playerObject.OwnerClientId} does not match the assigned player position {ContactEventTransformHelper.SessionOwnerSpawnPoint}!");
return false;
}
return true;
}
[UnityTest]
public IEnumerator TestContactEvents()
{
ContactEventTransformHelper.VerboseDebug = m_EnableVerboseDebug;
m_PlayerPrefab.SetActive(false);
m_ErrorLogger.Clear();
// Validate all instances are spawned in the right location
yield return WaitForConditionOrTimeOut(PlayersSpawnedInRightLocation);
AssertOnTimeout($"Timed out waiting for all player instances to spawn in the corect location:\n {m_ErrorLogger}");
m_ErrorLogger.Clear();
var sessionOwnerPlayer = m_ContactEventType == ContactEventTypes.Default ? m_ServerNetworkManager.LocalClient.PlayerObject.GetComponent<ContactEventTransformHelper>() :
m_ServerNetworkManager.LocalClient.PlayerObject.GetComponent<ContactEventTransformHelperWithInfo>();
var clientPlayer = m_ContactEventType == ContactEventTypes.Default ? m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<ContactEventTransformHelper>() :
m_ClientNetworkManagers[0].LocalClient.PlayerObject.GetComponent<ContactEventTransformHelperWithInfo>();
// Get both players to point towards each other
sessionOwnerPlayer.Target = clientPlayer;
clientPlayer.Target = sessionOwnerPlayer;
sessionOwnerPlayer.SetHelperState(ContactEventTransformHelper.HelperStates.MoveForward);
clientPlayer.SetHelperState(ContactEventTransformHelper.HelperStates.MoveForward);
yield return WaitForConditionOrTimeOut(() => sessionOwnerPlayer.HadContactWith(clientPlayer) || clientPlayer.HadContactWith(sessionOwnerPlayer));
AssertOnTimeout("Timed out waiting for a player to collide with another player!");
clientPlayer.RegisterForContactEvents(false);
sessionOwnerPlayer.RegisterForContactEvents(false);
var otherPlayer = m_ContactEventType == ContactEventTypes.Default ? m_ServerNetworkManager.SpawnManager.SpawnedObjects[clientPlayer.NetworkObjectId].GetComponent<ContactEventTransformHelper>() :
m_ServerNetworkManager.SpawnManager.SpawnedObjects[clientPlayer.NetworkObjectId].GetComponent<ContactEventTransformHelperWithInfo>();
otherPlayer.RegisterForContactEvents(false);
otherPlayer = m_ContactEventType == ContactEventTypes.Default ? m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[sessionOwnerPlayer.NetworkObjectId].GetComponent<ContactEventTransformHelper>() :
m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[sessionOwnerPlayer.NetworkObjectId].GetComponent<ContactEventTransformHelperWithInfo>();
otherPlayer.RegisterForContactEvents(false);
Object.Destroy(m_RigidbodyContactEventManager);
m_RigidbodyContactEventManager = null;
}
protected override IEnumerator OnTearDown()
{
// In case of a test failure
if (m_RigidbodyContactEventManager)
{
Object.Destroy(m_RigidbodyContactEventManager);
m_RigidbodyContactEventManager = null;
}
return base.OnTearDown();
}
}
}
#endif // COM_UNITY_MODULES_PHYSICS