Noel Stephens
Noel Stephens
@LightPat The `TrackNetworkVariableDeltaReceived` method is indeed slow and is part of the multiplayer tools network metrics (i.e. `NetworkMetrics`) which if you are testing performance you would definitely want to remove...
@GabrielBigardi Could you submit a bug for this within the Unity editor (which will include your project) and then post the IN number you receive in an email here? This...
Hiya @GabrielBigardi, You should receive a notification for IN-105445 that includes a link to an adjusted version of your project along with a video of what it looks like with...
@GabrielBigardi The issue at hand is that [there needs to be a trigger event sent](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/f70eab1d9e12b8a9e6c1ce6fa3bc50c0a6cf6c95/com.unity.netcode.gameobjects/Runtime/Components/NetworkAnimator.cs#L1534) in order to handle transitions properly as it states in the [Animator trigger property](https://docs-multiplayer.unity3d.com/netcode/current/components/networkanimator/#animator-trigger-property) documentation:...
@GabrielBigardi Here is the modified project: [IN-105445-Fix.zip](https://github.com/user-attachments/files/21220076/IN-105445-Fix.zip) Here is the video showing the above project running with the adjustments to your project: https://github.com/user-attachments/assets/278d8274-8632-4218-b06d-8b53057da57c Let me know if this resolves your...
@GabrielBigardi Just checking in to see if you had a chance to grab the above adjusted project and if the adjustments made to the project resolves your issues?
@leozzyzheng The AnticipatedNetworkTransform component is a basic example of how to implement an anticipated transform. We will look into expanding this example to include other features of `NetworkTransform` in the...
@TheCaveOfWonders & @Conundroy This issue pertains to writing to a NetworkVariable when the NetworkObject is no longer spawned and most likely being destroyed. Under both conditions, writing to a NetworkVariable...
Hi @J0shhT, I have attached a project which provides you with two possible ways to handle hidden object spawning. The primary difference in from your approach is that showing the...
This should be resolved in v2.4.0.