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The code bellow doesn't display "OnPreSerialization" in the console after "ToggleOpenState" is triggered
public void ToggleOpenState()
{
if (!Networking.IsOwner(gameObject))
{
return;
}
Debug.Log("ToggleOpenState"); //this shows up in the console
RequestSerialization();
}
public override void OnPreSerialization()
{
Debug.Log("OnPreSerialization"); //this doesn't show up in the console
}
It work in-game, but not on ClientSim.
The text was updated successfully, but these errors were encountered:
VRChat now keeps the latest Udonsync value from the Owner on the server side. This means that even if there is only one person in the instance, the RequestSerialization() will be accepted and a series of serialization processes will be performed.
It makes sense for ClientSim to emulate this.
The code bellow doesn't display "OnPreSerialization" in the console after "ToggleOpenState" is triggered
It work in-game, but not on ClientSim.
The text was updated successfully, but these errors were encountered: