Noel Stephens
Noel Stephens
Closing this issue at this time as it has been resolved.
You are indeed correct on this regression bug. I will have a PR up for this hopefully by today/tomorrow and it will be included in the v2.0.1 update. Thank you...
Soon... I am not allowed to discuss actual dates but I can say within a few weeks from today. Until then, you can always replace your com.unity.netcode.gameobjects manifest.json file entry...
Hi @PitouGames , We will look into the possibility of making this a default type. However, you can always [create your own Custom Serializers](https://docs-multiplayer.unity3d.com/netcode/current/advanced-topics/custom-serialization/) for various types that will work...
@zachstronaut After re-reading this issue, I am thinking that #3388 could resolve your issue. Could you try out the develop branch with your project and see if your issue no...
> [@NoelStephensUnity](https://github.com/NoelStephensUnity) one case it appears to **not** fix is when you are spawning an object, changing the ownership of the object, and then re-parenting the object all in one...
Auto spawned Player objects spawning on clients when Spawn With Observers is false (NGO 2.0.0 only).
Looks like `NetworkSpawnManager.AddPlayerObject` is the culprit here. I will have a PR up for this fix sometime today/tomorrow and the fix should be in the next NGO v2.0.1 update.
@ezoray Yeah that doesn't seem right to me either, and thank you for the reference source code (it helped me verify this issue quickly)! I can see where ownerReadHostWrite_2 should...
> @NoelStephensUnity great thanks. On the same sort of subject, I was just looking at network lists and if the read/write permissions are both Owner and ownership changes the list...
Absolutely... You can [take a look at this integration test to see some examples](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/40f84dc738061d8ed3f56e1f2c431b1d76f77ebb/com.unity.netcode.gameobjects/Tests/Runtime/NetworkVariable/NetworkVariableCollectionsTests.cs#L1315) of using Linq queries to get what was: - Added - Removed - Changed - Remained...