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ClientDriven example only works on Client+Host. Clients break #161

@paatz04

Description

@paatz04

The sample works locally when starting it as Client+Host. But when joining a HOST with a CLIENT, the physics interaction doesn't work for the CLIENT, and picking up an ingredient and then dropping it drops it in unexpected places.

When building a dedicated server (after adding code to run the headless version as a server) and connecting with 2 clients the same issue persists on both clients. Although one client's position is also completely off. (They are replicated underground)

To Reproduce
Steps to reproduce the behavior:

  1. Create a clone with ParrelSync
  2. Start one as Host and one as Client

Expected behavior
Player's should sync correctly across all clients. Ingredients should be dropped at correct positions, physics on client should work.

Environment

  • OS: Windows 10
  • Unity Version: 2022.3.21
  • Bitesize Samples Repository latest main branch

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