Noel Stephens
Noel Stephens
@zzragida I was looking at the log file and I think I see where the issue resides. It appears you might need to adjust your UnityTransport buffer sizes with that...
@WhippetsAintDogs To better help you, I will need just a little bit more information about this issue if you have the time? Does this look like the hierarchy of your...
@WhippetsAintDogs > we are deleting each MobEncounter_# GameObject when that mob is killed. The error message is there to let you know that somewhere in your scripts you are still...
@WhippetsAintDogs I apologize for misleading you on the deletion of NetworkBehaviours. After creating a replica of your scenario it does seem there is another property being used to get the...
@WhippetsAintDogs Attached is the manual test I used to verify the issue as well as how I synchronized connected clients when the GameObject the pseudo mob behaviour was attached to...
Hello @WhippetsAintDogs, I have been looking at all of the possible ways to do this and after further investigating deleting a NetworkBehaviour, with the current implementation, it could be very...
This issue was resolved in #2225 and will be in the next update!
Owner Authoritative NetworkAnimator does not work properly when ownership is assigned after spawning
@dunorb I will take a closer look to see if this is something that could make it into the next patch, but just seeing that there are no OnGainedOwnership or...
Owner Authoritative NetworkAnimator does not work properly when ownership is assigned after spawning
#2127 contains the fix for this issue and should be in the next update!
@Marc477 It turns out that we just need to make a client regenerate the NetworkConfig hash value for each unique ConnectionRequestMessage since that is only sent by clients. This fix...