Noel Stephens

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@zachstronaut If you are referring to client synchronization, then there is actually a way to know when a client has finished loading all scenes required and spawned all NetworkObjects [via...

@zachstronaut Totally understandable. The catch is knowing when "all" NetworkObjects needed to be spawned...are spawned. I could see where adding an additional protected virtual method to NetworkBehaviour (i.e. OnNetworkSynchronized) that...

@zachstronaut > Specifically, this is when loading a scene and I want to call a ClientRPC on a NetworkBehaviour that exists on a NetworkObject that is in the scene, not...

@zachstronaut Ahhh... ok that makes sense. So, if you look at the [Loading Scenes section on the timing considerations page](https://docs-multiplayer.unity3d.com/netcode/current/basics/scenemanagement/timing-considerations/#loading-scenes) you will see that the server first loads the scene...

@zachstronaut Well, actually I believe that documentation was written prior to the SpawnTimeout capabilities... which means that is another good point about the documentation not being properly updated with things...

@zachstronaut So, the way SpawnTimeout works is it will hold onto messages (client-side) until the targeted NetworkObject (and associated NetworkBehaviour) is spawned and then process the messages. If you never...

> Another scenario: level is large and takes SpawnTimeout+1 seconds to load... which only happens sometimes depending on network. Now you've got intermittent silent failure. Right, so not knowing your...

@TheCaveOfWonders I completely understand. We are continuing to review over areas like this. There are two ways to think about this: 1. The `OnClientDisconnectedCallback` is a notification of a network...

@LordDarkenon There is indeed a bug here and I think we can make this less confusing. What should be happening is: - **Host Shutdown:** - Clients should get an `OnClientDisconnectCallback`...

Well, Technically if you shutdown the host-server it is understood that the host-client will no longer be connected... but I do see that it does not invoke for the host...