Noel Stephens

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@zachstronaut Yeah, that is a tricky one to solve for while in the middle of a scene loading event especially if you are handling the parenting within the OnNetworkSpawn method...

> And consider it a feature request for all NetworkBehaviours to have both an OnNetworkSpawn and also some sort of OnPostNetworkSpawn ... consistent with Awake()/Start() and how having those be...

This is a user pain area so leaving as bug but also marking it as a feature. Note for implementation: Target v2.0.0 and back port to v1.x.x

@ArjanSioux Could you update to NGO to v1.8.1 and see if this issue persists?

@ArjanSioux Thanks you for confirming that for me. I marked this for import and will post a PR to resolve this issue. It will land in the update after NGO...

@ArjanSioux Do you have any scripts that change the parenting of these NetworkObjects? I put together a scene to test if this happens in v1.9.1. Just added several GameObjects with...

@ArjanSioux Hmmm... a sneaky bug it would appear. I know might seem like I am asking you to jump through hoops... but there could be a number of combinations of...

@ArjanSioux Very awesome... thank you for the details this is going to help a bunch. Will be looking at this shortly. 🥇

@ArjanSioux Just out of curiosity, do you plan on being able to move every single child under the root Machine GameObject and require a NetworkObject on every child? I ask...

@andreyshade Setting the value directly before the associated NetworkObject is spawned will typically yield this error message. [It is recommended to set the value](https://docs-multiplayer.unity3d.com/netcode/current/basics/networkvariable/#networkvariable-general-requirements) when it is instantiated or when...