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FishNet: Unity Networking Evolved.

Results 78 FishNet issues
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Currently NetworkTransform.GetChanged does this: ``` if (parentBehaviour != null) changed |= ChangedDelta.Nested; ``` but that's checking the value from `_lastSentTransformData` instead of the current parent, which causes the object's position...

acknowledged - maybe bug

Hey @FirstGearGames , I don't know if this is a bug, intentional, or there is a workaround. If you create a SyncDictionary like the one in the example, when you...

acknowledged - maybe bug

### There is an unexpected/strange behavior that happens when trying to move an object and spawn another object in OnStartServer. This is with "client authority" set in the Network Transform....

acknowledged - maybe bug
acknowledged

Hey PunFish, I should of brought this up earlier, but whenever scripts have to recompile in Unity, like when saving changes to your scripts in your IDE. If you are...

enhancement

Releases after 2.3.14 contain a reworked PredictableObject(PO). The PO in these releases have been known to sometimes briefly overshoot their target, or snap abruptly to unexpected server changes. This is...

bug

Requested by YarnCat. Add event to TransportManager for socket messages. EG: Let transports invoke events for custom messages, such as why a remote connection was dropped.

enhancement

From Crazymonky86 Revisit base calling virtual rpcs.

enhancement

typeof() needs to be replaced with GetType() when getting broadcasts hashes.

Bug
High Priority

FN Version 4.1.3-4.1.4 Many replicated objects (32-50) seem to prevent other objects from updating.

Bug
High Priority

**General** Unity version: 2022.3.0 Fish-Networking version: 4.1.4R, 4.1.2R, 4.1.0R Discord link: https://discord.com/channels/424284635074134018/1206059692602818580 **Description** When using network lod it will kick the client after 30 seconds for a Exploit Attempt **Replication**...