Noel Stephens

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@unnanego How are you adding the NetworkPrefab prior to starting the server? (i.e. could you post the code or reference the methods being used)

@LeaveMyYard If you could do that it would be greatly appreciated and would help me track down and fix this issue,.

Fixed the issue in #2999. If anyone wants to test that branch for NGO v1.x projects then you can update your manifest file with this: ` "com.unity.netcode.gameobjects": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git?path=com.unity.netcode.gameobjects#fix/dual-triggers-generating-false-state-transition"`

@TheCaveOfWonders I was also wondering if you have tried increasing the NetworkManager.NetworkConfig.SpawnTimeout value to a higher value like 30+ seconds? This will defer messages received for NetworkObjects that are not...

@TheCaveOfWonders Just so I can verify, did adjusting that resolve your issue?

@MusicCorner I understand the frustration and confusion around this issue, and it only happens due to the earlier versions of NGO having a default spawn timeout value of 1 second...

Closing this issue as it is most likely due to the spawn timeout setting.

@Reag I haven't yet been able to replicate this issue. **What I have done so far:** - Went to the [nuget GRPC package](https://www.nuget.org/packages/Grpc.Core.Api) - [Downloaded the package](https://www.nuget.org/api/v2/package/Grpc.Core.Api/2.63.0) - Opened it...

Thank you for the contribution! Nice fix! :godmode: