Mirror
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#1 Open Source Unity Networking Library
**Describe the bug** When unity receives a shutdown request, it forwards it to MonoBehaviour.OnApplicationShutdown and Application.wantsToQuit callback This "request" can be cancelled by [returning false in the Application.wantsToQuit](https://docs.unity3d.com/ScriptReference/Application-wantsToQuit.html) callback. Depending...
**Describe the bug** If you pass a SyncVar field by reference (either with `ref` or `out`) and modify the value, the value will change locally but won't be synced to...
**Describe the bug** Kcp hangs when socket is disconnect if application goes to the background in an infinite loop in PlayerLoop. Log with callstack is below: ``` -> applicationWillResignActive() Lost...
**Describe the bug** Starting a server or host after cancelling a client connection attempt results in errors. **[IMPORTANT] How can we reproduce the issue, step by step:** Either open the...
**Describe the bug** The custom data type with its read-write functions for serialization and the NetworkBehaviour used are in different assembly definitions. When calling the ClientRpc the Custom Read Write...
When installing Mirror package on any, even a clean project, errors appear Unity version: 2020.3.30f1, 2020.3.28f1 OS: Windows 20H2 x64 Build Target: Windows, WebGL Mirror branch: Actual at this date...
NetworkRigidbody component based on Snapshot Interpolation. - Rigidbody only ever modifies Transport component - NetworkTransform already syncs Transport component - NetworkRigidbody simply inherits from NetworkTransform and sets the RB to...
See also https://github.com/vis2k/Mirror/pull/2868 Uses OnValidate and Reset to prevent users from adding components that would conflict that Unity can't catch on its own: - Changing a MonoBehaviour to a NetworkBehaviour...
See also https://github.com/vis2k/Mirror/pull/2869 Uses OnValidate and Reset to prevent users from adding components that would conflict that Unity can't catch on its own: - NetworkIdentity in same object hierarchy as...
Allows SpatialHashingInterestManagement to include NetworkConnection.clientOwnedObjects into grid projection checks. It allows player to leave his pet anywhere and all entities around pet are considered IsWorthUpdating().