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#1 Open Source Unity Networking Library

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**Describe the bug** Prefabs placed in a scene, but also registered via RegisterPrefab will invoke the custom unspawn handler instead of being deactivated and added back to spawnableObjects and Reset....

question

This feature request is related to this : https://github.com/MirrorNetworking/Mirror/issues/3601 It looks like mirror client side is trying to receive message before the scene NetworkIdentities are activated back via: `NetworkClient.ApplySpawnPayload()` I...

posting so it doesn't get lost. Few suggestions: 1) Do the OrderBy on the identities list before doing the AddRange, so that any that were added to NM.spawnable manually first...

enhancement

While we are at it, this feature request is related to this one: https://github.com/MirrorNetworking/Mirror/pull/3605 My server is running in production since a few years now, and i noticed that sometimes...

**Bug Description** ``[ServerCallback]`` and ``[ClientCallback]`` stop methods on NetworkBehaviours from being called on the wrong end of the network. However, these attributes have false negatives when called during unit tests....

James: Oh and another one I found today, is that virtual RPC dont work correctly, if you call base.MyRpc then Mirror will send a new RPC message, which is host...

Weaver

**Describe the bug** when manually loading scene the order of functions causes clients to be unable to spawn scene objects. `NetworkServer.SpawnObjects()` only checks IsReady, so will send spawn messages to...

bug

strong typing to help catch issues at compile time

bug

- open rigidbody demo - in hierarchy, find Server Ball A, enable 'only sync on change' in RigidbodyUnreliable if not enabled yet - build & run. build = server-only -...

**Describe the bug** There's occasionally (not consistent enough for me to easily reproduce every time unfortunately) a weird scenario where when a player joins my host, some messages that are...