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CFrames sent to Serverdoesn't seems to be accurate #26

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ghost opened this issue Sep 8, 2024 · 4 comments
Open

CFrames sent to Serverdoesn't seems to be accurate #26

ghost opened this issue Sep 8, 2024 · 4 comments

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@ghost
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ghost commented Sep 8, 2024

More info soon:

-- LocalScript in a tool
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local ToolNetwork = require(ReplicatedStorage.ToolNetwork)

script.Parent.Activated:Connect(function()
	ToolNetwork.Activate.send({
		direction = workspace.CurrentCamera.CFrame
	})
end)
-- definitions
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local b = require(ReplicatedStorage.Melody.Modules.ByteNet)

local packet = b.definePacket

return b.defineNamespace("Tools", function()
	return {
		Activate = packet({
			value = b.struct({
				direction = b.cframe
			}),
		})
	}
end)
-- On server
ToolNetwork.Activate.listen(function(data, player)
    -- insert code to place parts here
end)
@ghost ghost added the type: bug label Sep 8, 2024
@ghost
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ghost commented Sep 8, 2024

Creating a new part and CFraming is like this:
video

Printing the data going to be sent to server and printing the data the server received does this result in the Output:
image

@V0idException
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For those encountering, according to ffrostfall updating to v0.4.5 should fix

@LokiGitHubb
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wait do we need to update back?

@LokiGitHubb
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like do we need to revert back to 0.4.5?

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