MrGadget

Results 135 comments of MrGadget

If you have errors in your project such that it can't compile, editor scripts generally won't work.

> on the guarantee that OnStartClient be called on the client during initial spawn in the order in which objects where spawned on the server Wouldn't make any difference than...

Reopening - this has resurfaced ![image](https://github.com/MirrorNetworking/Mirror/assets/9826063/b8a553d1-8cb1-42c9-ad2b-72c5536e81d2)

@cshunsinger If unit tests are beyond your skill level, just say so and we'll work them up for you. Sorry this has been delayed, but we're finally able to look...

Does calling ResetState from OnEnable cover this?

I think I had a similar issue in one of my examples and opted to unspawn > move > respawn to work around it.

NetworkTransformBase already has this... ```cs protected virtual void OnEnable() { ResetState(); if (NetworkServer.active) NetworkIdentity.clientAuthorityCallback += OnClientAuthorityChanged; } protected virtual void OnDisable() { ResetState(); if (NetworkServer.active) NetworkIdentity.clientAuthorityCallback -= OnClientAuthorityChanged; } public...

> Why is this better? It's purely aesthetic: two dropdowns vs. a bunch of checkboxes.

Is this related to scene changes? If so, how are you changing scenes on clients?

If you send a SceneMessage from server to clients, or use Network Manager's ServerChangeScene method, then clients will suspend msg processing until the scene is loaded. Mirror has always been...