CodeSmile
CodeSmile
I have the same issues, with these UNET errors remaining after clearing console: ``` Library\PackageCache\com.community.netcode.extensions@9a480a5863\Runtime\NetworkDiscovery\ExampleNetworkDiscoveryHud.cs(4,32): error CS0234: The type or namespace name 'UNET' does not exist in the namespace 'Unity.Netcode.Transports'...
Is an estimate possible or know regarding how much effort it would take to make it compatible with Unity? Is it more like 20 hours or 20 days of work?...
Thanks, I‘ll have a look.
Note: the same issue occurs with Multiplayer Roles settings. Here all the "Strip ... Components" flags and the list of custom components is not preserved when importing a "template" asset.
As far as "MultiplayerManager.asset" is concerned: that asset is copied into the project, but for some reason its content isn't picked up or not displayed in Project Settings. Not even...
Editor 6000.0.0b12 playmode: 1.0.0 (no "pre") dedicated: 1.0.0 (no "pre") But I should add that I'm importing a .unitypackage of a "template" project (includes ProjectSettings) that was created with editor...
Glad this can be worked around but it adds unnecessary overhead to a component and complicates the Spawn/Init process by having to have more code. I would expect setting initial...
Thanks for the detailed explanation! Works perfectly! I tried both ways and prefer the Init method which makes it clearer that this is init-only behaviour and the property setter remains...
+1 It is so frequent to have components get a NetworkManager.Singleton == null in OnEnable or Start depending on the order the game objects get these calls. That order you...
In the meantime, here's an extension method NetworkManagerExt.InvokeWhenSingletonReady(Action) that hooks into the internal OnSingletonReady via reflection (if the singleton is already initialized, the action is called directly): https://github.com/CodeSmile-0000011110110111/de.codesmile.netcode/blob/main/Runtime/Extensions/NetworkManagerExt.cs