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FishNet: Unity Networking Evolved.

Results 78 FishNet issues
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- Version: 2.3.10 Pro 1. "Build And Run" error on android - Erros in CodeStripping.cs - line 128: StandanloneBuildSubtarget is not working in android - maybe needs changed preprocessor #if...

bug
need to confirm

95% sure i found a severe bug in Host mode when server calls conn.Disconect(false) on a differenct client (to allow host to kick unwanted clients). was able to replicate in...

As mentioned on Discord, when changing authority between players, the objects position values are being reset back to the position when previously owned by that player.

need to confirm

A unique system that Normcore networking has, that I have not been able to find in any other assets, is ownership of the object is different than ownership of position....

enhancement

Stress testing the client on WebGL (by disconnecting 10 other players at once) generates WebGL exceptions related to ByteBuffer objects being returned to the ByteArrayPool through their finalizer. This seems...

acknowledged - maybe bug

**Test case:** 1. Run an instance as host with a server tick rate of 30 2. Spawn a pooled network object containing an RPC method with the [ObserversRpc(RunLocally = true)]...

acknowledged

I Found a bug in FishNet.Transporting.Tugboat.Server.ServerSocket that need to be fixed right away because it causes the server to halt completely: ``` private NetPeer GetNetPeer(int connectionId, bool connectedOnly) { NetPeer...

bug
Resolved

I changed the class of a component that was present on multiple prefabs from MonoBehavior to NetworkBehaviour. This automatically added NetworkObject components to the root of the prefabs as expected....

possibly unity bug

CodeAnalysis will throw errors as not built for type on MacOS/Linux.

bug

I've noticed that the FishNet NetworkTransform has some differences from that of Mirror in terms of synchronization. While Mirror syncs everything at the same time, FishNet seems to send position...

acknowledged