MrGadget

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Object pooling, adding art from addressables at runtime, stuff like that. To spawn anything, client has to already have the prefab with the asset id that the server will send....

NetworkRigidbodyReliable inherits NetworkTransformReliable (NTR) which handles the rotation, and we have several examples with NTR that work fine.

> > I suggest using [ServerCallback] for Update() > > Wouldn't [Server] be better? Only difference on the docs is that it doesn't throw an error if a client calls...

Can't reproduce with the Room example that ships with Mirror...what step am I missing?

> Hi, as you may know, it's not allowed in C# to add/remove/change order a list within a foreach iteration. The code we have here do this in certain case...

Part of the problem is how Ping/Pong messages evolved. Previously, Ping was only sent by clients every 2 seconds (0.5Hz), and only had client's `localTime`, which server would return in...

I see this is a WIP - you're going to deal with all the obsolete warnings in all the transports in this PR or a separate one?

Unity has been pushing updates for 2021.x all year, including [2021.3.45 today](https://unity.com/releases/editor/whats-new/2021.3.45#notes), so I'd think you need to keep supporting what Unity is shipping. Per [this post from Unity](https://discussions.unity.com/t/2021-3-lts-officially-out-of-support/951239/3), 2021...

> support is "expected by users", not "official" as given by Unity Technologies I think publishing 2021.3.45 today counts as official support, at least through today! :D **Edit:** We (Mirror...

> The issue still persists after updating to version v96.0.1. Elaborate on what you mean by "desynchronization". How to reproduce using any of our examples?