Noel Stephens
Noel Stephens
This fix will be in the next update!
@Shivang44 Apologies for the delay as I was diverted to the most recent update (v1.0.2). I am finishing up [PR-2127](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2127), and this will be included in the next update. Not...
#2127 has been merged and should be in the next update!
@dsaunder I just ran this test using this script: ``` public override void OnNetworkSpawn() { var instanceType = IsServer ? "Server" : "Client"; if (IsOwner) { Debug.Log($"[{instanceType}] Local player ({NetworkObject.OwnerClientId})...
@BaloghDaniel Yeah, I see that we are missing some information in that NetworkTransform documentation on this indeed. I went ahead and [submitted a PR](https://github.com/Unity-Technologies/com.unity.multiplayer.docs/pull/791) to provide more details on this....
We possibly need to improve the documentation on this method. The intended usage of OnClientDisconnectedCallback is: - server-side: to notify the server that a client disconnected itself (i.e. a client/player...
Hello @gxp-mattias! Sorry that you are having issues with NetworkObject parenting. Netcode for GameObjects uses a server authoritative model, which means all parenting actions have to be done on the...
@gxp-mattias it would definitely help if I could see an example of your project or a sub-set that highlights the issue(optional). If that is not possible then perhaps the following...
@gxp-mattias Ahhh...ok...then yes I need to investigate this issue further. Before I can do that, I have a few more questions for you before I can try to replicate the...
@gxp-mattias As a follow up I believe I replicated the bug on my side (I assumed the parent is an in-scene placed NetworkObject) and have a way to work around...