Noel Stephens
Noel Stephens
@LightStriker Other than when a client first connects and needs to be synchronized with all of the scenes and spawned objects, when is a NetworkSceneManager method automatically called? The only...
@TheCaveOfWonders Are you still experiencing this issue and if so did you try updating to v1.8.1? I just tried to replicate this issue and clients properly synchronize to the value...
This was migrated to the public repository in #2872 and will be included in the v1.9.0 update. Thank you for your submission!
This could be an issue with (maybe?) a transition back to no state on Layer 0 and the original design was expecting some form of registered transition. @marcobethkeskyered @colbydane Before...
Generally speaking, that error message is logging because there was some form of transition to Layer 0 with no destination state (or there are no defined Animator transitions from say...
@zachstronaut You might take a gander at the [develop-2.0.0 branch](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/tree/develop-2.0.0) (all still experimental and no full documentation out on it yet)...or if you update to Unity 6 you can add...
I see where the issue could arise with an owner authoritative instance. I could add a NetworkObject.AutoParentingTransformSync property that would default to true (to not break the existing behavior), but...
If changes are made on the authority side to the transform upon a NetworkObject being parented (i.e. within OnNetworkObjectParentChanged) and there is no NetworkTransform then this scenario applies. There have...
@Goreduc I will look into this issue, but I would like to point out that this is a bug in the facepunch NetworkTransport implementation that then results in unexpected erroneous...
@zachstronaut > The limitations of OnNetworkPreSpawn concern me about its utility a bit, but I haven't thought it all the way through. I was kind of expecting it to be...