Noel Stephens

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@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!

@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...

#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...